The Shards of Sin
The seven Shards of Sin are the fractured remnants of the greatest artifact of First
King Xin of Ancient Thassilonia...the Sihedron.
Each Shard contains powerful magic...and also a powerful curse.
Using The Shards of Sin
A character in possession of a Shard may add any relevant bonuses the Shard grants
to their actions and activate any Stunt-like abilities the Shard offers (i.e. anything
on the Shard's 'Good At' line). Similarly, the character subtracts any relevant
penalties and gains the additional Trouble associated with the Shard (i.e. anything
on the 'Bad At' line).
Further the Aspects on the Shard can be invoked and compeled if relevant, though
more commonly they would just be interacted with as 'facts'; for instance a 'Detect
Magic' ability would pick up the overwhelming magical aura of a major artifact and
the type of magic involved, while a Lore ability might identify the Shard as being
part of the Sihedron.
A magic item of this sort would usually have stress and consequences as well, but
as Major Artifacts the Shards are functionally indestructible; getting rid of one
of them would be a mythic quest unto itself.
Unusually, each of the Shards can be combined with a particular kind of ioun stone
which serves to cancel out the Shard's 'curse'. This is discussed in more detail
in the GM Notes. A Shard with the correct ioun stone attached
effectively has no 'Bad At' line.
Major Artifact (Illusion), Sneaky, Sihedron Shard
Good At: Resisting Commands (+2), Defending against and Overcoming Illusions (+2)
Bad At: Humility & Working With Others (-2), I have an additional Trouble 'Narcissistic Self Promotion'
Prideful Fate: Once per session I may spend a fate point to cast a Illusion spell while Sneaky as if I have Arcane 4+.
See
Special Items.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Transmutation), Clever, Sihedron Shard
Good At: Getting Stuff I Want (+2), Keeping Stuff I Have (+2)
Bad At: Selling Or Parting With Possessions (-2), I have an additional Trouble 'Hoarding Behavior'
Greedy Fate: Once per session I may spend a fate point to cast a Transmutation spell while Clever as if I have Arcane 4+.
See
Special Items.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Enchantment), Quick, Sihedron Shard
Good At: Going First (+2), Being Social (+2)
Bad At: Being Careful (-2), I have an additional Trouble 'Act First Think Later'
Empassioned Fate: Once per session I may spend a fate point to cast a Enchantment spell while Quick as if I have Arcane 4+.
See
Special Items.
Creating Advantage with magic is explained in the
Simple Magic
guidelines.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Necromancy), Careful, Sihedron Shard
Good At: Undead Mooks And Necromantic Spells Can't Target Me, When I inflict a consequence by physically attacking a living target with my bare hands, I may clear one of my stress boxes with a numerical value equal to or less than the numerical value of the consequence I inflicted
Bad At: Take A (-1) Penalty To All Actions If I Have Not Eaten Within The Last Hour, I have an additional Trouble 'Unquenchable Appetite'
Gluttonous Fate: Once per session I may spend a fate point to cast a Necromancy spell while Careful as if I have Arcane 4+.
See
Special Items.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Conjuration), Stasis, Sihedron Shard
Good At: Going Last (+2), Conjured Constructs And Conjuration Spells Can't Target Me
Bad At: I Can Only Move 1 Zone At A Time, I have an additional Trouble 'Incredibly Lazy'
Slothful Fate: Once per session I may spend a fate point to cast a Conjuration spell with no Approach bonus as if I have Arcane 6+.
Creating Advantage with magic is explained in the
Simple Magic
guidelines.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Abjuration), Forceful, Sihedron Shard
Good At: Defending (+1), Once per scene I may add +4 to an attempt to defend against magic or overcome a magical Aspect
Bad At: I take a (-1) penalty to all actions if another character of the same race or profession is in the same scene as I am, I have an additional Trouble 'Viciously Envious'
Envious Fate: Once per session I may spend a fate point to cast an Abjuration spell while Forceful as if I have Arcane 4+.
See
Special Items.
Creating Advantage with magic is explained in the
Simple Magic
guidelines.
As a major artifact, the Shard is practically indestructible.
Major Artifact (Evocation), Flashy, Sihedron Shard
Good At: Attacking (+1), Once per session I may inflict 6 shifts of damage on everything and everyone other than myself in my zone; this is an Arcane force effect.
Bad At: Take A (-1) Penalty To All Actions If I Have Not Caused A Consequence By Attacking Another Living Being Within The Last Hour, I have an additional Trouble 'To The Death!'
Wrathful Fate: Once per session I may spend a fate point to cast a Evocation spell while Flashy as if I have Arcane 4+.
Creating Advantage with magic is explained in the
Simple Magic
guidelines.
As a major artifact, the Shard is practically indestructible.
GM Notes
As the adventurers progress through the Shattered Star Adventure Path, they acquire
the seven Shards and get to use them as they continue on their quest.
There are some complicating elements caused by this fact; following is some discussion
on the subject and advice for GM's on how to incorporate the Shards into their campaign.
Complication: Cursed Items
In theory the Shards, while powerful, each bear a curse. However the curse can be
turned off by attaching a color-coded Ioun Stone
to a divot in each of the Shards.
Ignore the 'Bad At' line for any Shard that has the correct ioun stone attached
to it.
And, conveniently, the adventurers' patron (Sheila Heidmarch as written) will provide
the proper ioun stones in a timely fashion. This has the side effect of keeping
the patron relevant throughout the campaign and incentivizing the adventurers to
periodically check in and keep their patron happy.
Thus, unless the adventurers lack a patron the "curse" angle has no real impact
and is not a problem.
If the adventurers do not have a patron they will need to figure out that ioun stones
negate the Shards curses, which ioun stones go with which Shard, and also will need
to acquire the ioun stones. This could be managed as a single up front side quest
to figure it all out and get all or most of the ioun stones before moving on with
the adventure, or it could be handled one at a time as each Shard is found. Whichever
works best for an individual GM's campaign.
Complication: Are Shards Refresh Equivalent Items Or Not?
The Shards are fairly powerful permanent magic items. As such they would normally
be tracked on a Fate Accelerated character as some combination of Aspect and Stunt
slots.
However, characters will often not want to spend their precious Stunt slots / Refresh
on Shards. Also, there are seven Shards and collecting them all is the entire purpose
of the Adventure Path...making the adventurers expend precious resource slots just
so that they can account for the items they have to get in order to complete the
quest is a pretty steep and unreasonable "Refresh tax" considering how many of them
there are.
Thus the recommended way to handle this complication is to waive the normal requirement
for a character to allocate one or more Stunt slots and possibly an Aspect for the
purpose of carrying a Shard, and to instead just treat them as a sort of special
"expendable" item that will effectively be expended at the end of the campaign.
This also allows the adventurers to swap Shards amongst themselves without getting
mired down in character bookkeeping and metagame logic.
Complication: Finders Keepers
If the adventurers stick to it, eventually there will be more than enough Shards
to go around (assuming the group has seven or fewer members). However, the first
one or two might be contentious amongst the adventurers if multiple members want
to bear the Shard. Even later on, if a one of the adventurers feels like one of
the Shards is especially appropriate to them but another adventurer carries it,
problems might arise.
One option is to pass the Shard(s) around on a rotation or as needed. Another option
is to simply leave the Shards with the adventurers' patron as they are found rather
than carry them around (unfun and anticlimactic). And yet another option is to just
allow the adventurers to settle the matter amongst themselves via roleplaying; let
the chips fall where they may.
Spoiler Alert: Locations of the Shards and Ioun Stone Matchups
The following chart is the GM's crib sheet for where the Shards are to be found,
and also the correct ioun stone selections.
The Swords of Sin
One of the earliest paizo supplements, Seven Swords of Sin (PZO9503 D2) was set mostly in Kaer Maga and dealt
with the "seven swords of sin", which were powerful weapons carried by champions
of the Runelords. While that material doesn't necessarily
line up exactly with the modern status quo of Pathfinder and the setting of
Golarion, there is an obvious parallel to be made with the seven shards of the sihedron.
A GM wishing to accentuate the idea of sin magic and the polarization between the
Runelords dedicated to each of the seven Thassilonian schools of magic, could
interweave the seven swords concept in various ways. A few suggestions follow.
If the swords are separate items, not created with or by the shards, then there
is the matter of how and when to introduce them.
D2 Seven Swords of Sin Writeup
Other Weapon Types
In the intervening years since D2 Seven Swords of Sin was published, much more information on the last Runelords has been published, and as it
happens each of the Runelords have a different preferred weapon. A GM might prefer to go with the "weapon of rule" weapon types instead of swords;
for instance the Weapon of Wrath might be a ranseur while that of Gluttony might be a scythe. The Runelords and their choice of weapon are as follows:
Sin
Domain
Weapon
Final Runelord
Wrath
Bakrakhan
Ranseur of charred adamantine
Alaznist
Envy
Edasseril
Halberd
Belimarius
Greed
Shalast
Burning glaive studded with meteoric gemstones
Karzoug
Sloth
Haruka
Dragon-tooth longspear
Krune
Lust
Eurythnia
Double-headed guisarme
Sorshen
Pride
Cyrusian
Lucerne hammer
Xanderghul
Gluttony
Gastash
Scythe
Zutha
Examples
Following are some possible examples of Sin Swords ala Pathfinder Fate Accelerated.
Baraket (-2): Because I am in possession of a powerful blade of ancient provenance, I weild Baraket...the Sword of Pride.
Artifact (Illusion), Partially Invisible, Sihedron Sin Sword
Good At: Being Difficult To See Or Block Attacks From (+2)
Stress [1][2][3]
Mild (2)
Cut Through Illusion: Because I hold power over magical illusions, my wielder gains +4 when they attack, defend, create advantage, or overcome vs a magical illusion.
See
Special Items.
As a artifact, Baraket is indestructible by mundane means.
Asheia (-2): Because I am in possession of a powerful blade of ancient provenance, I weild Asheia...the Sword of Passion.
Artifact (Enchantment), Facinatingly Hypnotic, Sihedron Sin Sword
Good At: Controlling Living Minds (+2)
Stress [1][2][3]
Mild (2)
Cut Through Enchantment: Because I hold power over magical enchantments, my wielder gains +4 when they attack, defend, create advantage, or overcome vs a magical enchantment or curse.
See
Special Items.
As a artifact, Asheia is indestructible by mundane means.