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Pathfinder Module: Curse of the Riven Sky (PFRPG)

***½( ) (based on 7 ratings)
Pathfinder Module: Curse of the Riven Sky (PFRPG)
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A wilderness adventure for 10th-level characters.

The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives. Can the PCs find the Storm Queen in time to prevent her from unleashing a horde of vengeful ghosts upon the world?

Curse of the Riven Sky is an adventure for 10th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. Authored by novelist and legendary game designer Monte Cook, this adventure features angry giants, slimy horrors raining upon an unsuspecting city, and cursed spirits willing to bore a hole through reality to fulfill their strange desires.This adventure is set in the Viking-inspired Land of the Linnorm Kings in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world.

Written by Monte Cook

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-258-6

Curse of the Riven Sky is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 7 ratings)

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Subpar on almost every level

*( )( )( )( )

I'm extremely disappointed in this product

Story - 1/10 (Not worthy of a level 10 adventure)
Maps - 1/10 (Not inspiring, mostly singular basic shapes)
Writing - 7/10 (Few, if any, errors. Some stats are incorrect)
Art - 7/10 (Artwork is nice but there's not much of it)

Who will enjoy it? Monte Cook megafans, anyone who doesn't pay for it, cat lovers.

MAJOR spoilers:
Do not let the exciting cover or misleading title fool you, this adventure places your party in the middle of a domestic dispute between two cloud giants who are fighting over cats.

Yes, you read that right. Cats.

**As soon as I saw that I knew this adventure would not be fun to play at 10th level so please regard this review as written by someone who has not ran the module.**

And it's not just the story line that's weak. The maps include the bare minimum of cartography (a semi-circular area, a rectangular area, a couple circles connected by a square area, etc). I'd think that a cat loving giant might have a room shaped like a cat or something but no, the encounter areas are mostly as boring as the story. A couple of side views make up the only visually stimulating items in this book.

Stats for both monsters and maps have inconsistencies or are incorrect in places. This is crucial when designing products intended to require very little prep time (as the maps suggest?).

The artwork is meager but well done in depicting the NPC's encountered. I like the idea of hill giants rocking tribal tattoos.

It's hard for me to make a case for this module without coming up with excuses for it: It reads like a "grudge product" that Monte Cook was forced to write in order to fulfill some archaic contract...and then Paizo one-upped his dispassionate endeavor by providing as little support for it as possible via editing, art, and maps...and then marketing just put their best spin on a title.

Whatever this is, I wish it didn't come shrinkwrapped. If I could have read the adventure background on page three I would know this module should be published as a free pdf and 10th level adventurers have more heroic tales to involve themselves in than this one.

Good module but no stats

***( )( )

The plot, options and challenge are all well done with plenty of places to add fun side quests.
The downfall here is the almost complete lack of stats for monsters. I'd pay an extra dollar or two for the pages necessary to print the stats from the bestiary. Monsters with one or even two additional templates are simply listed with two or three page numbers and the GM is left to add it all up on the fly while flipping around. This would lead me to never recommend this module to anyone.

GMs who use modules, in my experience, do so because they don't have time to put together adventures themselves. Making us constantly look up creatures, then add templates before each encounter turns a good session into tedious page flipping while the players sit around.

Highly Recommend

****( )

Played this module and I thought it was excellent! Challenging encounters and a decent story line. Definitely need a well balanced party for this one! I'd highly recommend to anyone looking for a good time.

A Shining Example of a Combat Module


This is a very combat-heavy scenario, just as a warning to those who wanted it. That being said, it is incredibly well done, challenging, and keeps things interesting by not repeating encounters over and over again. It is deserving of "epic" descriptor in all senses of the word.

Module Details:
This was probably the most satisfying slugfest scenario I had ever played. Giants? That just made us truly feel like we were level 10 characters taking on the world.

There were times where it was tense, there were times where we did awesome, but all in all I never felt a battle was too easy or too hard, just the right amount of difficulty, although the party I played it with was very organized.

I also loved the fact that every character in there had a motivation. It wasn't just random slaughter.

The setting was excellent, especially in the beginning. A giant sky castle with a cloud giant? Sign me up! It was expertly woven into the combats, with certain battle having enemies using the unique terrain to their advantage.

Although there were a lot of giants, there were many different builds of the giants, situations, terrain, and different races of giants that combat felt varied and interesting. And it wasn't like giants are the only thing in this scenario.

A quality adventure that will challenge your players

****( )

Curse of the Riven Sky is a well presented and paced module that contains sufficient challenge to ensure even the most optimized group will have to think twice before charging in to every room. It is let down somewhat by a comparatively poor plot presentation and hook; there are numerous rather important plot points that are either not expanded upon or simply do not provide any information as to what certain elements of the story are or what the motivation was. As a GM you will have a better understanding of the story but very little of that information is translated into player knowledge. There are a number of colorful NPC's that can be encountered throughout the module that are entertaining to roleplay and for a party to interact with.

The beginning of the module has you travelling to an impressive locale; a castle set in the sky, inhabited by a Cloud Giant. The party will quickly discover that the castle is under siege, and the story develops from there. The first half of the module can progress quite quickly, depending on how adept your players are. Almost no clues are given as to why the castle is under siege, however, and only vague mentions are made throughout the module. It is entirely possible that the party can go through the entire module without ever working out why these things have happened.

The last part of the module, however, in particular the last fight, is excellently written in terms of combat style. The fight has a very epic feel to it and certain elements of the fight are so unusual that your players will have to stretch their imaginations on how to succeed, rather than rolling a dice and knowing everything. It can be quite deadly if inadequate care is taken before facing it.

In summary, I recommend Curse of the Riven Sky for any group seeking a solid challenge and an entertaining adventure, with a caveat to GM's that they should be prepared to ad-lib certain situations and prepare appropriately beforehand.

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