290:#58. They noted that the adventure "seems more adaptable to other game systems than some such adventures". They commented: "The adventure is different from most modules on the market because the players are not told anything about their characters beyond their names and some scraps of their memories. The DM, of course, has the complete information on the characters, the quest, the prophesies, and so on. Detail on the adventurer's background is good, but not cumbersome. Intelligent players will also be able to figure out a good deal about their characters from the initial hints, and will be able to put more pieces together to better flesh out the characters by the adventure's end." Grimes and Allston concluded the review by discussing some of the adventure's flaws: "At the adventure's end, Fez is supposed to claim four of the magic items the party has found; unfortunately, the text doesn't say which ones or whether it makes a difference in the next adventure. One castle which the characters visit was once inhabited by a wizardly practical joker; once again we get a splash of silliness. It's really too difficult an adventure for novice DMs or players. However, it's a good package, and experienced players should enjoy it."
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to fit into an existing campaign. The characters must fulfill several different prophecies so that they can kill an evil dragon. The characters begin the adventure by being raised from the dead, and they discover that they are all suffering from partial
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will need to retrieve several magic items for Fez the Wizard and awaken him out of a magical sleep, then assist him in killing the dragon
Scarsnout.
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making a simple task very challenging. The central character is a time-travelling wizard named Fez who tries to make prophesies come true.
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says: "The Fez series is sort of humorous and includes lots of problem-solving. Also suitable with for use with
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is a tournament-style adventure intended to be used with a team of players with pre-generated
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in 1982 as a 40-page book with an outer folder and a cover sheet.
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is a three-round tournament adventure scenario in which the
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Heroic Worlds: A History and Guide to Role-Playing Games
381:(July–December 1982). "Role Aids: Featured Review".
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