Pathfinder Module: Curse of the Riven Sky (PFRPG)

****( ) (based on 8 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 Adventure Subscription.

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Average product rating:

****( ) (based on 8 ratings)

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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.

Subpar for a product from Monte Cook

***( )( )

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)

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.

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Hey, I love this module. I added a video review at my website... Q

I haven't seen it in the other comments, but there appears to be an error with the scale on at least 1 map:

Encounter specifics:
For the Jurn Hill Giant Camp, I think the map scale as show should be 1 sq = 10 feet. Otherwise, it doesn't make much sense: 6 trolls won't even fit in H3. Also, at 1 sq = 5 ft, all of the encounters are too close together for it not to turn into one giant battle. Oh, and the huts/tents wouldn't fit a hill giant.

As far as the content, I found the back story somewhat weak, particularly coming from Monte Cook, but the players seem to be enjoying it so far and that's the real test. It remains to be seen if they'll still be as pleased with the resolution.

Dance of Ruin wrote:

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 completely agree with you. My review is a bit harsh but fair, I think.

The only thing I will use out of this module are the travel encounters by placing them into other adventures when I need to.

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