This is a classic adventure for federal agents operating within the continental US: a missing agent, a drug facilitiy and a bunch of militia who have uses other than fertilising their land for ammonium nitrate. Yet it is filled with twists, little nuggets and extra options that take it out of a one-liner in your plot notebook to be a full-blown scenario in its own right.
There are nice clear maps of important locations, with GM and player versions; stat blocks for everyone they will encounter, and assorted suggestions and different options to enable you to cope with whatever the party decides to do.
It is straightforward enough to play in a single session with minimal GM preparation required - just reading it through would suffice - and yet ends up with, should the characters be successful, with that warm feeling that results from having saved the world, again.
Neat, complete, just the thing to keep to hand for when you need a game and don't have time to prepare it, or use as a side-adventure within a more plot-driven campaign.