TEXT: By Eric Cagle
  A Short Adventure for Four 4th-Level Heroes
  TEAM BRAVO:
  FLAMES OF WRATH
  There are those who hold that whatever evil you do
  eventually comes back to you, in either this life or the
  next. And when your crime is particularly heinous,
  retribution can take highly unusual forms—perhaps
  even supernatural ones. 
  TEAM BRAVO: Flames of Wrath is an adventure set
  in the modern day, but it includes fantastic elements
  such as undead creatures with supernatural powers.
  PREPARATION
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game Core Rulebook to run this
  adventure. Fire is the main theme of the adventure, so
  pay special attention to the rules for smoke damage
  and catching on fire on pages 213 and 214 of the Core
  Rulebook. These rules are excerpted in a sidebar
  within the adventure as well.
  To get started, print out this adventure and read it
  through. Full statistics for the new creature called the
  charred one are provided at the end of the adventure.
  Other opponents’ statistics are provided in abbrevi-
  ated form in the areas where they appear. Any text in
  shaded boxes should be read aloud or paraphrased
  for the players.
  BACKGROUND
  With the rise of Shadow, dangerous creatures and
  weird energies have begun to cross over into the
  mundane world. The characters are part of the Police
  Special Investigations Division—better known as
  “Team Bravo”—for their local area. Team Bravo has
  been established by the police department to inves-
  tigate unusual reports that cannot be explained by
  conventional methods.
  A few weeks ago, a band of organized criminals who
  had been extorting protection money from local mer-
  chants hired a professional arsonist named Winston
  Kleese to put five buildings to the torch. He has
  
  d20MODERN
  2
  already completed the first three of these jobs—a dry clean-
  ing shop whose owner had refused to pay for protection and
  the homes of two prominent citizens whose loan payments
  to the organization had become overdue. An exceptionally
  talented arsonist, Kleese carried out all three jobs without a
  hitch, leaving behind so little evidence that the police have
  thus far been unable to link him with the crimes.
  But Kleese is also a psychopath with an evil nature. On the
  third job, he deliberately set the fire so as to trap the occu-
  pant of the house, a middle-aged councilman, in his bed-
  room. Waking up to a conflagration, the man burned to death
  while Kleese watched with interest from a position of safety.
  This act of pure evil triggered a response from the Shadow,
  causing the victim’s essence to return as a vengeful spirit
  called a charred one. Driven by its need for revenge, the
  charred one now seeks to burn Kleese alive as punishment
  for the crime he committed. The creature’s burning touch
  ignites flammable objects, and since its arrival, it has set fire
  to several buildings and homes through which it has passed
  in its single-minded pursuit of Kleese.
  This secondary string of mysterious fires has arson investi-
  gators stumped. The sites have shown no evidence of arson,
  and there is no logical explanation for why a fire would start
  at the ignition points that have been identified—the upper
  parts of walls, for the most part.
  Meanwhile, Kleese knows he is a hunted man. Though he
  does not understand the precise connection between the
  charred one and his last crime, he does know that some super-
  natural flaming creature is pursuing him with deadly intent. He
  has managed to escape the charred one a few times, but each
  time it finds him it comes closer to catching him.
  Kleese intends to leave the city in the hope of escaping it
  for good, but he still has to complete his contract for his
  employers. His most recent target was a grocery store, but
  the charred one caught up with Kleese while he was casing
  the premises, and the store burned down without Kleese
  ever lighting an incendiary. Now the arsonist has only one job
  left—to burn down a chemical plant in the heart of the city.
  Kleese hopes to get the job done and flee before the strange
  spirit can find him, but the charred one is on his trail and
  determined to get revenge. It doesn’t care who or what gets
  burned in the process.
  SYNOPSIS
  The heroes are assigned by their superior to investigate the
  series of unusual fires. By the time they arrive at the site of
  the latest one, a burned-out grocery store, the fire is already
  out and an arson investigation team is on site assessing the
  situation. A video from the surveillance camera on the prem-
  ises shows two incidents: Kleese breaking into the store to
  case it, and a ghostly flaming being floating through the walls
  just before they caught on fire.
  In the course of investigating the man in the video, the
  heroes determine that he is a known arsonist and gain infor-
  mation about his next target: a chemical plant. The heroes
  arrive there some 20 minutes behind Kleese, but just as they
  confront him, the charred one appears and attacks him, set-
  ting the plant on fire in the process. The heroes must try to
  defeat the creature and save the plant. If they can bring
  Kleese to trial alive, so much the better, but either way he
  will set no more fires.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. If you opt not to have them
  receive the assignment from superiors within a law enforce-
  ment agency, you must supply some other reason for them
  to take on the mission. You can use the following adventure
  hooks to spur your imagination, modifying them as necessary
  to make them appropriate for the characters’ interests.
  •
  A friend or family member of one of Kleese’s victims hires
  the heroes to investigate the fire that killed his or her
  loved one.
  •
  The heroes happen upon one of the charred one’s inci-
  dental fires on their way home from an evening on the
  town.
  •
  A psychic goes public with the claim that a vengeful spirit
  is behind the recent rash of unexplained fires. She insists
  that the entire city is in danger if the creature is not
  found and appeased.
  BEGINNING THE ADVENTURE
  This adventure begins with the heroes investigating an arson
  site (encounter A) after receiving their assignment. Next is a
  freeform section (encounter B) in which they investigate
  their sole lead, Winston Kleese. The climax of the adventure
  is a site-based face-off with Kleese and his supernatural pur-
  suer at a chemical plant (see ChemRight, Inc.).
  If the heroes are not law enforcement agents, adapt the
  following information to suit whatever hook you have used
  to get them into the adventure. Otherwise, begin play by
  having the heroes’ superior, Lieutenant Miriam Durth, call
  them into her office for a new mission. Read or paraphrase
  the following when they arrive.
  FLAMES OF WRATH
  Team Bravo in Your Campaign
  TEAM BRAVO: Flames of Wrath is the second adventure
  designed for Team Bravo, a cadre of special police offi-
  cers assigned to handle investigations of bizarre inci-
  dents. Team Bravo could also be a subgroup of
  Department 7 assigned to operate within an established
  law enforcement organization. In addition to their regu-
  lar duties, the heroes could occasionally receive advice,
  resources, and assignments from Department 7. Their
  superiors there may or may not ask that the heroes
  remain quiet about their association with Department 7.
  Alternatively, the heroes could be private investiga-
  tors or paranormal researchers who routinely plunge
  into dangerous situations in search of the truth.
  Characters who are not police officers may have a bit
  more leeway as far as methodology goes in conducting
  investigations, but they are by no means fully protected
  under the law. Thus, they must carefully weigh the risks
  of investigative methods such as breaking and entering,
  assault, and other illegal acts.
  
  d20MODERN
  3
  Lieutenant Durth answers any questions the heroes have to
  the best of her ability, but she knows only the basics about
  arson and cannot give details about what the arson investi-
  gators find so unusual. She says the heroes will have to ask
  Billox about it.
  When you’re ready to begin, go to encounter A, below.
  A. THE GROCERY
  The characters arrive at the scene of a fire that has clearly
  gutted a building in the commercial district. Only one fire
  truck remains, along with several police cruisers and a van
  marked Arson Investigation Unit. The fire has been out for a
  few hours, and Chief Arson Investigator Simon Billox and his
  team are hard at work. 
  If the heroes are on the scene in an official capacity, read
  or paraphrase the following. Otherwise, the officers on the
  scene shoo them away and refuse to divulge any information,
  though a successful Listen check allows a character to over-
  hear Billox making the salient comments from the following
  text to someone else.
  Billox checks the heroes’ identification if they claim to
  be the investigators, then continues as follows if he is
  satisfied.
  The assistant leads Billox and the heroes to what’s left of the
  store’s back room, where another member of the arson team
  and a police officer are viewing the tape on a monitor that
  shows some fire damage. At a point marked on the tape as
  2am, a man approaches the main entrance and begins picking
  the lock. After letting himself in, he moves through the store,
  apparently casing it out. He pays particular attention to
  support beams and the like and makes a few notes in a small
  notebook he carries. Suddenly he breaks out in a sweat, looks
  about furtively, then departs in haste. 
  A few minutes thereafter, the image of a flaming
  humanoid figure floats into the room through a wall, which
  bursts into flame as the creature passes. The figure moves
  purposefully across the room toward the door by which
  Kleese departed, igniting furniture along the way, then it exits
  through the door, setting its frame afire as well. 
  A few frames on the video offer excellent head shots of
  the intruder. A successful Knowledge (streetwise) check (DC
  15) is sufficient to identify him as Winston Kleese, a profes-
  sional arsonist with ties to the local mob.
  When the heroes have finished checking out the site, go to
  encounter B.
  B. HUNTING THE FIREBUG
  Although the tape clearly indicates that Kleese didn’t start the
  fire, he is an obvious starting point for the heroes’ investigation
  in the absence of any other clues. If they fail to recognize him
  from the tape, they can bring it to the police department,
  where other officers can make an identification within the hour.
  At this point, the characters can use any of several differ-
  ent methods to find out more about Kleese. The most obvi-
  ous options would be to interview the owner of the grocery
  store (a portly middle-aged man with a fearful attitude), talk
  to their underworld contacts, check out mob connections, or
  conduct research on past arsons at the local library.
  Depending on where and how they conduct their research,
  they can find out the following pieces of information by ask-
  ing the right questions and making successful Gather
  Information, Intimidation, or Knowledge (streetwise) checks
  at the given DCs.
  •
  DC 15: The mob gave Kleese a contract to destroy several
  buildings as retribution for the owners’ lack of payment. 
  •
  DC 15: The grocery store was on Kleese’s hit list.
  “The start points of the fire appear to be the interior
  surfaces of the walls. The ignition points are lined up
  straight, from one wall to the next, as though a large fire
  source had just moved straight on through the building,
  starting from the back. And we haven’t found any trace
  of an accelerant anywhere. Come have a look.”
  As he starts into the building, one of his assistants
  approaches. “Chief, we found the security tape in the
  back room,” he says. “It wasn’t damaged by the fire or
  the water. There’s something there that you might want
  to check out.”
  Billox nods toward you. “We may as well all see it
  together. Come on.”
  “I have to admit I’m baffled,” admits Billox, shaking his
  head. “I’ve been investigating fires for thirty years, but
  I’ve never seen anything like this. I didn’t know what to
  do, so I called Lieutenant Durth to see if she had anyone
  who could help.
  According to a sign that still hangs over the door, the
  charred remains of the building before you once housed
  a small grocery store. Though the fire is out, the build-
  ing still smolders, even as water drips from the black-
  ened timbers and stone. 
  A man steps forward to greet you. “Simon Billox,
  Chief Arson Investigator,” he says, holding forth his hand
  in greeting. “Are you the special police unit?”
  Lieutenant Durth looks up from the documents spread
  before her on the table long enough to give each of you
  a curt nod. “Sit down,” she says. “I have a new mission
  for you. As you may be aware, there has been a string of
  mysterious fires throughout the city in the past few
  weeks. The first three appeared to be textbook cases of
  arson, though they were exceptionally well executed.
  But since then, ten more fires have occurred, and these
  cases have been much stranger. No evidence of arson
  has been found at any of these sites, and Simon Billox’s
  Arson Investigation Unit has identified the same unusual
  pattern of start points in each instance.
  “He says the evidence doesn’t fit anything he’s seen
  before, and he’s asked for a unit of investigators who are
  experienced with unusual crimes. That’s you. He’s out at
  the latest site now; a fire gutted a grocery store last
  night. So get out there and go over the site with him.
  See what you can find out.”
  FLAMES OF WRATH
  
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  4
  •
  DC 18: Kleese has hit all his targets except one: a chemi-
  cal plant that belongs to a company called ChemRight,
  Inc. The plant is located in the heart of the industrial area. 
  •
  DC 12: Kleese is hard to find these days. He seemed on
  edge a couple of weeks ago, and now no one sees him at
  all. It’s like he’s hiding out, but there’s nobody seriously on
  his trail.
  Kleese spends all his time in hiding now, in a cheap hotel
  room on the poorer side of town. Since the charred one
  seems able to find him only when he moves, he has decided
  to go out only when he must do so for a job. 
  The Hunter
  Each day, the charred one uses its locate killer ability in an
  attempt to find Kleese. If it gets no bearing on him, it hides
  in a culvert or other nonflammable shelter until the follow-
  ing day, when it can try again. If the characters are taking a
  long time to determine Kleese’s final target, you can have the
  charred one find him once or twice more, causing more
  mysterious blazes and driving Kleese to a new hiding place.
  Otherwise, it does not find him until the final confrontation
  at the plant.
  On the night of the day that the heroes determine Kleese’s
  last target, he makes his move on the chemical plant. He
  remains in hiding until dark, then makes his way to the plant.
  Go to ChemRight, Inc. to continue.
  CHEMRIGHT, INC.
  Kleese’s final target is a chemical plant located in the heart
  of the city’s industrial district. Owned by ChemRight, Inc.,
  the plant produces a variety of chemicals for sale to indus-
  trial and commercial clients. The company’s owners owe the
  mob a substantial amount of money in back protection pay-
  ments, and because of the expense of complying with a
  government order to upgrade pollution reduction facilities
  at the plant, they have fallen seriously behind in their pay-
  ments. As retribution, the mob has hired Kleese to put their
  building to the torch.
  Kleese arrives at the plant after dark, about 20 minutes
  ahead of the heroes. (If they are hot on his trail, throw a dis-
  traction in their way to give him a head start.) He parks out-
  side in the parking lot, and his car is the only one in evidence.
  When the heroes arrive, the lights are out inside the build-
  ing, granting nine-tenths concealment (40% miss chance) to
  anyone inside. Each room has two light switches, usually
  located near doorways.
  1. Reception Area
  The main entrance to the ChemRight plant is normally kept
  locked, but Kleese has already picked the lock to get in. A
  hidden video camera (Disable Device 15, Search DC 20)
  mounted in an upper corner of the room can scan the entire
  reception area as well as the main door. The wire from the
  camera leads into the office next door. In his haste to com-
  plete the job and flee, Kleese has neglected to find and dis-
  able the surveillance camera, as he normally would.
  2. Offices
  The plant houses three office suites, each of which contains
  low partitions, desks, computers, chairs, and typical office
  accoutrements. None of the doors to these rooms are
  locked. Each office suite has a window that looks out toward
  FLAMES OF WRATH
  Smoke, Fire, and Extinguishers
  Because of the heavy use of fire in this adventure, the
  PCs are at considerable risk of being burned. Below are
  the rules for fire and smoke hazards that they might
  encounter, as taken from the d20 MODERN Roleplaying
  Game Core Rulebook.
  Smoke: A character breathing heavy smoke must
  make a Constitution check (DC 10, +1 for each previous
  check) each round or spend that round choking and
  coughing. Any character who chokes for 2 consecutive
  rounds takes 1d6 points of damage. Smoke also obscures
  vision, giving one-half concealment (20% miss chance)
  to creatures within it.
  Catching on Fire: Heroes exposed to open flames
  might find their clothes, hair, or equipment on fire. Any
  hero at risk of catching fire is allowed a Reflex save (DC
  15) to avoid this fate. A hero whose clothes or hair catch
  fire takes 1d6 points of damage immediately. In each
  subsequent round, the burning hero must make another
  Reflex saving throw. Failure means he takes another 1d6
  points of damage that round. Success means that the
  fire has gone out. (That is, once he succeeds at his sav-
  ing throw, he’s no longer on fire.)
  A hero on fire may automatically extinguish the
  flames by jumping into enough water to douse himself.
  If no body of water is at hand, rolling on the ground or
  smothering the fire with blankets or the like permits the
  hero another save with a +4 bonus.
  Fire Extinguishers: The fire extinguisher (hardness 5,
  hp 3) described in the d20 MODERN Roleplaying Game is
  a CO2 version commonly found in homes. It ejects
  enough chemicals to put out a fire in a 10-foot-by-10-
  foot area as a move action, and it contains enough
  material for two such uses.
  A fire extinguisher that takes enough ballistic or fire
  damage to destroy it explodes, dealing 1d3 points of
  cold damage to every creature in a 5-foot radius, as well
  as releasing its fire-quenching contents in a 10-foot-by-
  10-foot area.
  Sprinklers: Sprinkler systems are activated by heat or
  flame. If a large enough fire (one that covers at least a 5-
  foot-by-5-foot area) burns for 3 or more consecutive
  rounds in a building that contains a sprinkler system, the
  system activates, releasing a shower of water.
  The water suppresses the flames and keeps the fire
  from spreading beyond its current area. Every round,
  each 5-foot-by-5-foot square of fire has a 20% chance of
  being extinguished. Any character who is on fire and
  within the area of the spray gains a +4 bonus on Reflex
  saves to see if the fire goes out.
  The charred one takes no damage from the sprinkler
  system and cannot be extinguished.
  
  d20MODERN
  5
  the front of the building. The office suite next to the recep-
  tion area (area 1) also contains the VCR that records the input
  from the surveillance camera.
  Anyone who rewinds the tape to a point at least 20 minutes
  before the heroes’ arrival and watches it sees a man picking the
  lock and entering the plant. He carries a heavy-looking back-
  pack and looks about furtively. His expression is filled with a
  combination of fear and grim purpose. Anyone who has seen
  Kleese before, either in person or on the video from the previ-
  ous arson site, can identify him as the man on this tape.
  3. Hallway
  When the characters enter the hallway, read or paraphrase
  the following aloud.
  The first hero to enter the hallway hears the sound of metal
  scraping against metal (no Listen check necessary). The noise
  comes from the plant floor (area 4).
  A hallway connects the reception area with the offices.
  The lights are off, so it’s not easy to see where you’re going.
  FLAMES OF WRATH
  
  d20MODERN
  6
  When a character reaches the end of the hallway, a man’s
  voice becomes audible (no Listen check necessary). Read or
  paraphrase the following aloud.
  Kleese has not actually heard anything, but his fear of the
  creature that pursues him has grown so great that he has
  begun to hear noises where there are none. 
  4. Plant Floor
  This area is the plant’s center of production. A wide array of
  specialized processing machines and chemical tanks (each
  hardness 5, hp 10) line the walls. If an attack does enough bal-
  listic damage to destroy a piece of equipment, its chemical
  contents spill out onto the floor, filling a 10-foot-by-10-foot
  radius. Everyone in this area takes 2d6 points of acid damage
  (Reflex DC 15 half) and must make a successful Fortitude save
  (DC 15) or become nauseated from the fumes.
  Fire extinguishers hang on the walls at various points, as
  indicated on the map. Removing and readying a fire extin-
  guisher requires a move action.
  At the back of the plant is a large metal rolling door (hard-
  ness 5, hp 20) that leads to a loading dock. It can be opened
  by pressing a button on the wall beside it. The door takes 1
  full round to rise high enough for someone to crawl out and
  2 full rounds to rise completely.
  About 20 feet above the plant floor is a metal catwalk
  built to allow factory workers to keep an eye on the tanks
  and monitor plant operations visually. The catwalk runs along
  all four sides of the room and over the center. There is noth-
  ing of interest on the catwalk itself.
  Kleese is still in the room when the heroes arrive. He has
  just finished setting up the necessary accelerants and
  equipment to torch the building, and he has already rigged
  a remote detonator. When he hears the characters
  approaching, he hides behind the forklift, which provides
  one-half cover.
  If the heroes identify themselves as police officers or
  move more than 10 feet onto the plant floor, Kleese shoots
  at them, shouting as he fires.
  Any efforts to reason with Kleese fail—between being caught
  in the act of arson and hunted by the charred one, he’s at his
  wit’s end. He does his best to escape both the spirit and the
  characters.
  After Kleese’s first round of gunfire, have each hero make
  a Wisdom check (DC 15). On a success, the character becomes
  aware that the room is getting uncomfortably warm.
  After the third round of combat (or when Kleese’s hit
  points drop to half, whichever comes first), the charred one
  arrives, floating through the back wall of the plant and ignit-
  ing it. On his first turn thereafter, Kleese panics, accidentally
  activating the remote detonator and setting off the explo-
  sives he set within the plant. Fires erupt in the places indi-
  cated on the map. Every round, each fire spreads to cover
  one additional adjacent square of your choice.
  The charred one moves unerringly to attack Kleese, turn-
  ing its attention to the characters only after its primary tar-
  get is dead or has fled. It fights until destroyed.
  Winston Kleese, Smart Hero 2/Fast Hero 2: CR 4;
  Medium-size human; HD 2d8+2 plus 2d6+2; hp 24; Mas 13; Init
  +3; Spd 30 ft.; Defense 20, touch 18, flat-footed 17 (+3 Dex, +5
  class, +2 light undercover shirt); BAB +2; Grap +2; Atk +2 melee
  (1d3 nonlethal, unarmed strike); Full Atk +2 melee (1d3 non-
  lethal, unarmed strike), or +5 ranged (2d8, Desert Eagle); FS 5
  ft. by 5 ft.; Reach 5 ft.; AL chaos, evil; SV Fort +1, Ref +5, Will
  +3; AP 0; Rep +1; Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 11.
  Occupation: Criminal (class skills: Disable Device, Hide).
  Skills: Craft (chemical) +9, Craft (electronic) +7, Craft
  (mechanical) +5, Craft (structural) +9, Demolitions +12, Disable
  Device +11, Drive +5, Hide +8, Knowledge (physical sciences)
  +7, Knowledge (streetwise) +5, Listen +3, Move Silently +9,
  Profession +6, Read/Write English, Search +7, Speak English,
  Spot +4.
  Feats: Armor Proficiency (light), Builder, Cautious, Personal
  Firearms Proficiency, Point Blank Shot, Simple Weapon
  Proficiency.
  Talents (Fast Hero): Evasion.
  Talents (Smart Hero): Savant (Demolitions).
  Possessions: light undercover shirt, Desert Eagle (.50AE
  autoloader), 2 extra clips, demolitions kit, gas mask, back-
  pack, remote detonator.
  CHARRED ONE
  A charred one is the restless and vengeful spirit of a person
  who was burned alive, either through the willful or careless
  act of another or through fire from an infernal source. A
  charred one exists only to burn the living and exact revenge
  on those it holds responsible for its death. Its intellect has
  been replaced by a feral cunning and an insane desire to burn
  everything around it. 
  A charred one resembles a human being that has been
  burned to a blackened husk. Its glowing-red eyes glitter with
  hatred and malice. Despite its solid appearance, a charred
  one has no physical form and can glide through solid objects.
  It gives off a shimmering, intense heat that can ignite flam-
  mable objects and burn anything it touches.
  A charred one speaks one language that it knew in life. Its
  voice sounds like crackling flames. 
  Species Traits
  Fire Subtype (Ex): A charred one is immune to fire dam-
  age. It takes double damage from any cold attack except on
  a successful save, in which case it takes normal damage.
  Heat (Su): A charred one generates an intense heat that
  deals 2d10 points of fire damage to anything it touches. This
  “Get out of here!” the man yells over his own gunfire.
  “You won’t get me! It won’t get me! It’ll burn us all, don’t
  you get it?!”
  The floor of the chemical plant is dark. In the gloom,
  you can make out a variety of industrial machinery and
  piping. Above the plant floor hangs a metal catwalk. The
  air is heavy with the acrid smell of chemical fumes.
  A man’s voice pierces the gloom, echoing throughout the
  plant. “Who’s there?!” he cries out in a panicked tone.
  FLAMES OF WRATH
  
  d20MODERN
  7
  heat is usually enough to melt nonmagical weapons, but a
  magic weapon subjected to this effect receives a Fortitude
  save (DC 15). Flammable items, such as clothing, wood, or
  paper, are automatically ignited by the touched of a charred
  one (see Catching on Fire, page 213 in the d20 MODERN
  Roleplaying Game).
  Incorporeal (Su): A charred one has no physical form and
  can be harmed only by other incorporeal creatures, +1 or bet-
  ter magic weapons, or magic, though it has a 50% chance to
  ignore any damage from a corporeal source. (You can choose
  to ignore this rule if your characters have no magic items.) In
  this state, the charred one can pass through solid objects at
  will, and its own attacks pass through armor. The charred one
  moves in complete silence and cannot be heard at all.
  Locate Killer (Su): If the charred one was created as the
  result of arson or careless use of fire, it gains the ability to
  hunt down the perpetrator. This ability is similar to the
  locate object spell (as if cast by a 5th-level Acolyte), but the
  creature can locate only the person responsible for its death.
  A charred one can use this ability once per day.
  Undead: A charred one is immune to poison, sleep, paral-
  ysis, stunning, disease, necromantic effects, and mind-affect-
  ing effects. It is not subject to critical hits, nonlethal damage,
  ability damage, ability drain, energy drain, or effects of mas-
  sive damage, or any effect requiring a Fortitude save unless
  the effect also works on objects or is harmless. A charred one
  can be healed with negative energy (such as an inflict light
  wounds spell). It is destroyed immediately if reduced to 0 hit
  points or less. It cannot be raised from the dead.
  Charred One: CR 3; Medium-size undead; HD 5d12; hp 32; Mas
  —; Init +1; Spd fly 30 ft.; Defense 12, touch 12, flat-footed 11 (+1
  Dex, +1 deflection); BAB +2; Grap —; Atk +4 melee (2d10 fire,
  incorporeal touch); Full Atk +4 melee (2d10 fire, incorporeal
  touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fire subtype, heat, incor-
  poreal, locate killer, undead; AL chaos, evil; SV Fort +1, Ref +2,
  Will +7; AP 0; Rep +0; Str —, Dex 13, Con —, Int 6, Wis 17, Cha 13.
  Skills: Hide +6, Intimidate +6, Listen +11, Read/Write
  Language (any one), Speak Language (any one), Spot +11.
  Feats: Weapon Focus (incorporeal touch).
  Advancement: 6–10 HD (Medium-size); 11–15 HD (Large).
  CONCLUSION
  There is a slim chance that the characters can capture Kleese
  alive. If questioned, he spills everything he knows about the
  criminal organization that employed him, providing the
  names of his mob contacts and the places where his meet-
  ings with them took place. He also raves about being chased
  throughout the city by the strange spirit.
  If the heroes manage to put out the fires inside the plant,
  the owners of ChemRight, Inc. are extremely grateful and
  offer them a reward worth a +8 Wealth Bonus. If the charac-
  ters allow the plant to be destroyed by fire, they must
  explain their actions to the very angry and confused owners,
  as well as to their superiors.
  If the characters fail to eliminate the charred one inside
  the plant, it continues to hunt Winston Kleese (if he is still
  alive), catching up with him in his holding cell and killing him
  there unless the heroes take steps to protect him. This inci-
  dent also burns down the police station. If Kleese is dead, the
  charred one simply continues its frenzy of arson, floating
  through nearby buildings in search of living beings to burn
  and starting more fires as it goes. It continues this activity
  each day until stopped.
  FURTHER ADVENTURES
  If the characters capture Kleese alive, he gives them vital
  information about the local mob, which may spur further
  adventures designed to bring down the organization.
  Additional charred ones could also provide the basis for
  future adventures. After all, the creature that chased Kleese
  through this scenario was only one of his many victims over
  the years. Perhaps additional charred ones were created dur-
  ing his most recent arson spree and are even now beginning
  to seek him out, starting fires as they go. 
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer, previously associated
  with the RPG R&D department at Wizards of the Coast, Inc.
  Recent credits include the Arms and Equipment Guide, Fiend
  Folio, design work for the Star Wars® Roleplaying Game, and
  the Urban Arcana setting for the d20 MODERN Roleplaying
  Game. He’s a frequent contributor to both DRAGON®magazine
  and the DUNGEONS & DRAGONS website.
  FLAMES OF WRATH
  Credits
  Design:
  Eric Cagle
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Creative Direction:
  Christopher Perkins
  Web Production: 
  Julia Martin
  Web Development: 
  Mark A. Jindra
  Graphic Design:
  Cynthia Fliege
  Playtesting: 
  Joshua Bentley, Darrin Drader,
  John Heaton, Dave McGee
  This d20™System game uses mechanics developed for the new DUNGEONS & DRAGONS®
  game by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  This game also uses mechanics developed for the Psionics Handbook by Bruce R.
  Cordell, the Call of Cthulhu® Roleplaying Game by Monte Cook and John Tynes, and
  the Star Wars® Roleplaying Game by Bill Slavicsek, Andy Collins, and JD Wiker.
  d20 MODERN, D&D and DUNGEONS & DRAGONS are registered trademarks, and d20 and
  the d20 System logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission. To
  learn more about the Open Gaming License and the d20 System License, please visit 
  <www.wizards.com/d20>.
  ©2003 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/Team Bravo - Flames of Wrath.pdf