It’s OK! It wraps up on a good note! This is Fez VI: Wizard’s Dilemma (1989), the final installment in the Fex hexology. In a lot of ways, it is perhaps the best Fez adventure because it largely dispenses with (or at least ignores) its own complicated metaplot. Fez wants to find his daughter. The universe, though, would be happier if time traveling wizards named Fez no longer existed. That’s all you really need to know, plot wise.

Because of Fez’s antics, reality is unraveling, which is a fantastic opportunity for an adventure module to just throw every last left field idea at the players. The result is pretty dumb but also extremely entertaining? I’m left wondering if “joyfully dumb” is maybe the loftiest goal of RPGs, honestly.
Once reality truly starts checking out, players encounter monkeys with typewriters, plane hijackers, a quiz show, a taunting mina bird (that they can’t get rid of) and the trial of one of the module’s authors (this came out a year before Grant Morrison’s appearance in Animal Man, so the trial set piece can’t have been inspired by that comic, but I would put a small amount of money that the authors were aware of Morrison’s already fourth-wall breaking run on the title based on their treatment of Chaos here). The map of Chaos is just chef’s kiss by the way.
At the end, the players participate in a ritual that removes all the things that are bothering reality from existing. Did it all really happen? Is reality a better place? Who knows? I like the final line of the module a lot: “If there had been a series of Fez adventures, this would be The End.



