Whereas their last installment was a methodological paced mystery that climaxed in a confined location, EN Publishing’s Digging For Lies, the third installment of the Zeitgeist campaign, is a dynamic difference in both scope and action.
The Zeitgeist Campaign continues to be an engaging read with every release. This is the largest adventure ever, some 90+ pages. The color choices, formatting and layout work are top notch. Whether you are reading 4th edition or Pathfinder, the mechanics are sharp and witty. The Pathfinder edition is especially impressive, as the mechanics never feel like a bastard version of something else but an organic set of rules.
Lies shoots a party across the landscape of the Zeitgeist continent of Risur, exploring secret archeological sites, brings them before a fey titan, bargaining for the fate of the world, then lulls their fears in their fears by placing them in a familiar place, only to place it under an intense siege. The mystery element of Zeitgeist is still there, as the players figure out whether they are pawns or players in a massive conspiracy.
For the Dungeon Master
Lies also includes a great set of Ship to Ship combat rule that are useful inside or outside of the game. DMs will also never feel lost in these adventures.
The Iron Word
Zeitgeist #3 Digging for Lies is another remarkable adventure. Once the adventure hits Act 2, it feels like a nonstop climax that does not let go until the very end.