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== Related Stuff == The story was memed all over the place; ''[[Knights of the Dinner Table]]'' included an homage in its "Head of Vectra". [[TSR]] found this ''absolutely hilarious'', and so the Head of Vecna actually appeared in their final 2e module, [[Die, Vecna, Die!]] alongside the other ''legitimate'' Fragments of Vecna. It was a classic AD&D style trap, and would be absolutely worthless to anyone who tried to add it to their own body; unlike the Heart, it would not bring a new host back from the dead. In ''[[Planescape: Torment]]'' Morte has two conversations where he says that ''he'' is the head of Vecna, or possibly one of the dupes tricked by it. While these are presented as a joke, Morte's origin (before he was on the Pillar of Skulls, at least) is never discussed otherwise. [[Wizards of the Coast|Wizards]], also found epic lulz in this and so, much later, someone decided it would make a great April Fools joke campaign, and worked it out as [http://dc643.4shared.com/doc/J7GE43Ik/preview.html an official quest for 3.5]. In the official quest, the Head is real, but horribly inconvenient in the fact that it has to be placed on a LIVING headless body, requiring a high-level spell (raise dead won't cut it) to bring them back. On top of that, the powers of the head are useless and cause permanent stat damage. All in all, a great way to screw with your party. The powers of the head are determined by a d6 check when the head is attached: # The head is powerless and the PC dies # The head spins during combat, ''Poltergeist'' style, giving all around vision (no flat-footed or surprise attacks). After 2 turns, you have to pass a Concentration Check (DC15) to do ANYTHING. After 2 more rounds, the user falls prone, dizzy, and incapacitated. It takes 10 minutes to recover, and you lose 2 DEX until the head is removed. # The head will spout useless opinions on irrelevant topics, and a DC20 Willpower check must be passed in order to do anything, otherwise the head takes control. -2 Charisma until removed. # The user gets "rose tinted glasses" that cause them to see whatever they want. This means opening a Mimic's mouth will make the user see piles of treasure. -2 Wisdom until removed. # The head will randomly swap with the heads of other creatures in the immediate area once attached successfully. The victims retain their original personality, NOT the one of the head they end up with. Anyone who's suffered this can swap for their original head, but not the Head of Vecna. ANYONE who has been the target of a swap loses 2 INT that can only be restored by a Miracle or Wish. # The user gets two spell-like abilities chosen at random from the Wizard or Sorcerer classes (d6 for level, then pick one of the level from PHB). It's a once-per-day ability, it changes every day, and each time it happens the user loses two CON. Again, removing the head will fix it. Case in point: check your source books. Third edition's Fiendish Codex II included a subtle nod to it, in a magical location called the Pillar of Geryon, which severed a hand placed inside it and replaced it with one that did extra damage. The lore checks associated with the location are written to trick players into offer their heads to it instead, suggesting that it might give more power on a check of 20, and revealing that it will just kill you on a 25. [https://m.youtube.com/watch?v=VCpXUp-PYV4 It has even been talked about on D&D's official YouTube channel.] [[Category:Dungeons & Dragons]] [[Category:Stories/Dungeons & Dragons]]
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