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).
Other Resources: This product is also available on the following platforms:
This has become one of my favorite modules.
Very well written with twists and turns that players can take advantage of.
That being said it is also a very combat heavy module but if the PC's dig deep there's a lot more beneath the fighting.
Story - 3/10 (Not worthy of a level 10 adventure)
Maps - 3/10 (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)
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.
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.
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.
I'm surprised this is not getting more heat. I think Monte Cook writing a Pathfinder module is a pretty big deal and also very exciting for all the 3rd edition fans.
It seems the PFRPG is not only "3rd edition compatible" but "3rd edition creator" compatible.
We're still WAY too early in the design process to start handing out plot spoilers and where this adventure'll be set. Have patience... we'll be there soon enough! :)
Heh, you almost made me spill my coff... dwarven brew! ;)
That reminds me of an old Dungeon module which actually DID include all sorts of monstrous and cursed treasure (I think it was a deranged wizard's lair or something?). And, naturally, Monte's 'Banewarrens' serve as another example.
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hogarth wrote:
James Jacobs commented on "Blank of the Blankity Blank" titles in this thread.
Rereading my comment a year later makes me think that A Glaring of Gnomes would be an excellent name for a party, and Flaxen Hare and Golden Fields would be an awesome name for the iconic fox familiar with the witch in the APG.
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Vic Wertz wrote:
I've updated the cover image and product description to match the finished product.
I keep thinking The Blob looking at that cover, hope someone brought some cold spells ;)
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James Jacobs wrote:
We're still WAY too early in the design process to start handing out plot spoilers and where this adventure'll be set. Have patience... we'll be there soon enough! :)
Yep, should be +6. Mind you, giants as a subtype were made vulnerable in PFRPG because as humanoids (rather than their own type), they're no longer immune to charm person, and there is some debate whether that is a good thing or a bad thing. Personally, I'd like it if a CR11 monster couldn't be eliminated with a 1st-level spell, so bumping the Will saves of all the giants would be a good thing....
Yay, it has finally arrived in my game shop in Europe!!! Still I´m not sure whether I should buy this. There is only one review here on Paizo and it doesn´t tell much.
Would anyone like to give me some impressions or a basic like/dislike?
p. 5 Jurn Hill Giants, armor bonus from chainmailshould be +6, resulting in a total AC of 23. This is repeated on p. 7.
p. 7 Karax, armor bonus from his +1 half plate should be +9, natural armor bonus should be +11, and Dex bonus should be +2, resulting in a total AC of 31 as listed, but with a touch of 11 and flat footed of 28.
p. 10, Armored Triceratops, armor bonus from chainmail barding should be +6, resulting in a total AC of 27.
p. 27 Verakas, armor bonus should be +6 from her +2 chain shirt, resulting in a total AC of 35
I have to say I was pretty disappointed with this one. The production values live up to the usual Paizo standard, but for a Monte Cook adventure, this was a bit of a letdown. Doesn't make me want to run it, doesn't make me want to play it - YMMV. To me, the background story is contrived, the encounters feel tacked on to the 'visuals' and the story hook is a weak one at best. I know my players would not have jumped through hoops to experience this story, and I suspect I am not alone in this.
I'd rate this one 0.5 out of 5, which in my opinion would make it the worst Paizo product to have come out so far. This may sound harsh, but it really does not hold a candle to several other PF modules already published.
I have to say I was pretty disappointed with this one. The production values live up to the usual Paizo standard, but for a Monte Cook adventure, this was a bit of a letdown. Doesn't make me want to run it, doesn't make me want to play it - YMMV. To me, the background story is contrived, the encounters feel tacked on to the 'visuals' and the story hook is a weak one at best. I know my players would not have jumped through hoops to experience this story, and I suspect I am not alone in this.
I'd rate this one 0.5 out of 5, which in my opinion would make it the worst Paizo product to have come out so far. This may sound harsh, but it really does not hold a candle to several other PF modules already published.
Finished running this last week, as a stopgap before playing through Kingmaker. Had an ok time of it, but it really wasn't suitable for our group. The plot is fairly tame, almost seems tacked on as an afterthought to link some (frankly kinda bizzare) encounters together, and there is little to convince the PCs to follow it with any real enthusiasm.
Encounters seem to be designed for stats junkies/optimisers (at least compared to the type of games we run which are more focused on character development than min-maxing) and left the party constantly battered, bloody and (at the final encounter), 1hp short of a TPK!
At the $9.99 for the pdf I'm ok with the price, but if I had bought the book, I would be somewhat disapointed.
If you're planning to run Riven Sky, I'd suggest that you hold off until you've had a chance to listen to Episode 13 of Chronicles Pathfinder Podcast.
(to be released last week of this month).
Perhaps you'll get some insight and ideas from Monty. ;)