Kidnapped Capsule Review by Graham Donald on 08/07/02
Style: 3 (Average)
Substance: 4 (Meaty)
Can you capture the United States most wanted man?
Author: Timothy B. Brown
Line: Twilight 2000
Page count: 48
Year published: 1988
Comp copy?: no
Capsule Review by Graham Donald on 08/07/02
Genre tags: Science Fiction Modern day Post-apocalyse
(WARNING: THIS REVIEW CONTAINS SPOILERS)
"Kidnapped" by Timothy B. Brown is the sequel to "Allegheny Uprising" (See my review), it was apparently also intended to be the first of a series of adventures dealing with the movement of the US (Civilian) Government's Maryland enclave west to the Ohio River Valley to escape a drought resulting from the after effects of the nuclear exchange.
In this adventure the PCs have been asked by the leader of the Maryland to carry out a mission of vital importance, the forces of New America, a racist organization, which is attempting to recreate the United States in its own image, block the road to the west. Intelligence has been received that indicates that the leader of New America is based in West Virginia; the PCs must find him and capture him alive, so that he may be tried for treason.
Their only clue, a recently returned soldiers memory of a mysterious warehouse near the town of Brunswick.
The book follows the standard GDW layout; at the beginning is information on the situation/plot of the adventure, followed by NPCs and finally information on the region in which the adventure takes place. Of interest in this volume is a 6-page section entitled "The Blight", this is essentially a summary of the information contained within "Howling Wilderness" and covers the effects of the drought on the United States and Canada.
The NPCs provided run the range from deranged bandits to New America soldiers. Three are of special importance to the plot; one is a car salesman turned scam artist the PCs will run into just outside of Feagaville, Maryland. If they save him from the mob trying to lynch him they gain an ally who will be very useful in interrogations, but only if someone role-plays the interrogation. The other is an ex-schoolteacher who has managed to obtain some information on New America's plans. The last is a drunk living in Brunswick, the site of the mysterious warehouse, he is the only person who knows exactly where the New America leader is, after all, he helped build the place.
Maps have been provided of the important adventure locations, including the warehouse and the New America HQ. One map, which apparently showed the region around Charlestown, West Virginia, the location of the New America HQ is missing, but the GM should be able to improvise a substitute.
This is a good adventure, the players have a clear goal and in the New America organization, a truly vile enemy to oppose. Provided the players think before they act, especially once they have discovered the New America HQ, they should have no problems in completing their mission.