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Storm King's Thunder Resources

A reading list for the DM who has read SKT, can see where it drops the thread, and wants to know which community fixes are worth their prep hour. 110 vetted resources, sorted by where in the campaign you'll actually need them.

The DMsGuild SKT bundle →

Should you run Storm King's Thunder?

SKT rewards groups who like investigating the world and watching factions move. It punishes groups who need a clear central plot in session 1. As-written, the campaign drifts deliberately for the first four or five sessions — Hekaton is missing, Iymrith is offstage, the giant ordning has collapsed, and the party doesn't know any of that yet. Players who want to feel the train leaving the station in the opening session will check out before the giant lord arc lands.

If your table is split — two players who want the slow build, one who wants pressure now — pull forward an Alexandrian Remix hook in session 1 (linked below). It costs you nothing, and it gives the urgency-now player a clock to engage with while the slow-build players settle into Nightstone.

SKT is not a first-published-module campaign. Chapter 3 is open-ended in a way that punishes thin prep, and Chapter 4 has a structural problem (see the encounter-fix section) that you have to solve before your party gets there. Every prep guide on this page assumes you have run a published module before. If you haven't, run Lost Mine of Phandelver first, then come back.

How to prep Storm King's Thunder: what to read, and when.

There are 36 prep guides for SKT in this taxonomy. You don't need 36. Here's the four-step reading order I'd give a DM who came to me asking where to start.

  1. Before session 1: Sly Flourish's Getting the Most out of SKT (the structural orientation), then the Alexandrian Remix Part 1 (a stronger Chapter 1 opening). Two reads, one evening.
  2. Before Chapter 3: Power Score's chapter-by-chapter guide for the locations your party is heading toward, plus Sly Flourish's Custom Fronts of SKT for the faction clocks Chapter 3 needs in order to function as more than a hex crawl.
  3. Before Chapter 4: Tosh Le's free Patreon Chapter 4 fix (linked below) and the Alexandrian Remix Part 2 on revelation lists. Read both. Decide which two strongholds you'll actually run before your party picks a path — not after.
  4. Before the finale: Raging Owlbear Episode 11 on Maelstrom and Episode 13 on the Iymrith fight. Iymrith as-written is a stat block looking for a motivation; these are the two posts that fix that.

Official errata & sanctioned revisions

All five entries here matter — there is no long tail in this category, because you only need one canonical errata document and you only need it once.

Official Errata

Storm King's Thunder — Official Errata v2.0

WotC's correction PDF for SKT. v2.0 supersedes v1.0; this is the file to use. Print it, drop it in your prep folder, refer back to it when a player questions a stat block.

Download PDF
Official Supplement

SKT Random Wilderness Encounters — Official Ch. 3 Supplement

Free official tables that fill in Chapter 3's wilderness travel — the part of the book where pacing falls over because the random encounter coverage in the core text is thin. Use these or replace them with faction clocks; don't run Chapter 3 with neither.

Download PDF
Official Supplement

SKT Appendix A — Linked Adventures

Official notes for tying SKT to Princes of the Apocalypse, Out of the Abyss, and other published 5e modules. If your party is starting at level 5 from a linked adventure, read this before session 1 — the linked start changes how the party relates to Bryn Shander.

Download PDF
Official Reference

D&D Sage Advice — SKT Tag

Aggregated SKT-tagged Sage Advice rulings. Useful when a rules question comes up mid-session and you want a citeable answer rather than an on-the-fly call.

View rulings
Official Errata

Storm King's Thunder — Official Errata v1.0

The first errata pass, kept for groups whose campaign locked in rulings before v2.0 shipped. If you're starting today, ignore this and use v2.0.

Download PDF

Maps & battle terrain

Storm King's Thunder battle maps & terrain

Maps (Official)

Mike Schley — SKT Map Prints

Same maps as the book, by the book's cartographer, at print and VTT resolutions. Drop into Roll20 or Foundry, or order the wall print for in-person play.

View on Mike Schley's site
Maps (Official)

Jared Blando — Complete Map Bundle

Ten encounter-specific maps from the book's official illustrator, in DM-view and player-safe versions. Saves you from rebuilding the giant lair maps yourself the night before the session.

View on Jared Blando's site
Map Blog

Czepeku — Top 10 Battlemaps for SKT

A curated walk through Czepeku's catalog with the maps that fit specific SKT encounters. The book covers some encounter locations with a paragraph and no map; this is the fallback when you need a battle map for one of those.

View top 10 list
VTT Module

Roll20 — SKT Module Bundle

The official Roll20 edition: 40+ preloaded maps, dynamic lighting, 200+ NPC tokens. If you run on Roll20, this saves the asset-prep night.

View on Roll20
Battle Maps

SKT02: Village of Uluvin Battle Maps

Grid-ready map for the Uluvin hill giant raid in Chapter 3 — one of the encounters the book describes in prose without giving you a map. Drop-in for VTT or print.

View on DriveThruRPG
More maps & battle terrain (5)

Music & ambience

Music Playlist

YouTube — SKT Ambiances Playlist

Per-location tracks for Nightstone, Maelstrom, Lyn Armaal, and most of the Chapter 3 hubs. Good if you want a different sound when the party arrives somewhere new and don't want to think about it mid-session.

Open playlist
Game Soundtrack

Neverwinter MMO — SKT Login Theme

The Neverwinter MMO's SKT expansion login theme. Big, brass-forward, good for the moment a giant lord first appears on stage. One track, not a soundtrack.

Watch on YouTube
Interactive Ambience

Ambient Mixer — Nightstone Atmosphere

Mixable wind, crowd murmur, and distant thunder for Nightstone. Useful in the opening session when you want the village to sound inhabited before it doesn't.

Open soundscape
Music Playlist

YouTube — SKT Music Playlist

A general session-music playlist that covers combat, travel, and social scenes without forcing you to switch tracks. The kind of playlist you start at the beginning of session and forget about.

Open playlist
Thematic Ambience

YouTube — The Lay of the Storm: Songs of SKT

Themed RPG ambience tracks built around the giants. "March of the Fire Giants" works as the music behind the Iron Slag arrival; the rest are useful as chapter-transition cues.

Watch on YouTube
More music & ambience (1)

NPC art & portraits

Official Art

Olga Drebas — SKT NPC Portraits

Eight portraits Drebas drew for WotC: Hekaton, Iymrith, Zephyros, and the giant lords. Use these as VTT tokens or printed handouts so your players remember which NPC they're talking to without you re-describing each one.

View on ArtStation
Community Thread

EN World — SKT Character Portraits Thread

A long thread of portrait sources for SKT NPCs. Useful when you need a face for one of the minor NPCs Drebas didn't draw.

View thread
Community Art

Roll20 Forum — SKT Artwork Thread

VTT-focused thread for SKT tokens and portrait sources. The other entry to use when the official art pack doesn't cover the NPC you need.

View forum thread

Storm King's Thunder encounter rebalances & chapter fixes

SKT has two structural problems the community keeps coming back to. Chapter 4 ("Eye of the All-Father") presents the same encounters regardless of which giant stronghold the party reached, which empties the choice the chapter is supposedly built around. And as-written, Iymrith's plot is delivered to the party as exposition; Hekaton's rescue lands without weight because the book never gives you the on-ramp that makes him feel like a character before he's a quest objective. The resources below fix both. Cards marked [CH4 FIX] address Chapter 4 specifically.

Encounter Fix [CH4]

Chapter 4 Encounter Edits — Patreon (Tosh Le)

The community's standard Chapter 4 patch: rebalances every Ch. 4 encounter so the difficulty actually scales with the giant stronghold path the party chose. Free public post. Read it before your party picks a path; the choice it forces you to make in advance (which two strongholds you'll fully prep) is the real value.

View free post
Encounter Fix

Raging Owlbear — Ep 11: Fixing Maelstrom

Restructures the Maelstrom confrontation so Iymrith's motives land, Hekaton's rescue carries weight, and the villain plot has a coherent conclusion. The most-cited fix for SKT's weakest setpiece. Read before you start writing your version of the back half.

Read the guide
Video Guide

YouTube — How to FIX Iymrith

A focused video on Iymrith's design problems: gives her personal stakes, threads in the Slarkrethel alliance from Chapter 5 onward, and tunes her stat block for a level-11 finale fight. Watch it before Chapter 5, not after.

Watch on YouTube
DMsGuild

Ten Storm King's Thunder Encounters

Ten encounters in SKT's idiom — giants, cultists, frontier dangers — with stat blocks and maps. For when Chapter 3's hex crawl runs dry and you need a session you didn't prep for.

View on DMsGuild
Encounter Tables

Limitless Adventures — SKT Encounters

Ten free SKT-flavored encounters built as drop-ins. Bookmark for the session where the party makes a left turn and you need something on the road.

View free encounters
More encounter & chapter fix resources (2)

Player handouts & lore supplements

DMsGuild — Free

SKT — Emerald Enclave Faction Kit

Official AL packet — faction goals, hooks, and handout letters tied to SKT events. Free. Hand to any player with an Emerald Enclave character at session zero; it gives them faction-flavored reasons to care about the giant disturbance to the natural order.

Download free on DMsGuild
DMsGuild — Free

SKT — Harpers Faction Kit

Official Harpers packet — quest hooks and handouts wired into SKT's storyline. Free. The Harpers are the easiest faction to thread through the campaign because the book already foregrounds them.

Download free on DMsGuild
DMsGuild — Free

SKT — Zhentarim Faction Kit

The Zhentarim packet matters more than the others for SKT, because the Zhents are present from Chapter 2 onward and most published modules don't earn that prominence. Hand it to a morally grey character and the Chapter 3 quest stops start to read as choices instead of map dots.

Download free on DMsGuild
Handout Bundle

RPG Printables — SKT Handouts Bundle

Printable cryptic letters, player-version maps, giant-clan scrolls, and physical props. The Nightstone bell handout is the one I actually use; the rest are situational.

View on RPG Printables
DMsGuild — Free

SKT — Order of the Gauntlet Faction Kit

Official Gauntlet packet — useful for a paladin or cleric whose backstory needs a clear chain of command. Free. Lands flatter than the Harpers or Zhents because SKT's storyline doesn't lean on the Gauntlet much, but the hooks are workable.

Download free on DMsGuild
More player handout resources (2)

Storm King's Thunder prep guides

SKT's largest community category, with 36 entries. The prep-guide ecosystem is this campaign's strongest asset — and also the easiest place to drown. If you only have time for two, read Sly Flourish's primer and Power Score's chapter-by-chapter guide. Everything else here is for once you're in the campaign and need help with a specific chapter.

Prep Guide

Sly Flourish — Getting the Most out of SKT

Mike Shea's primer on running SKT as a faction-driven campaign rather than a hex crawl. Names what the book gets right (the faction system, the open Chapter 3) and where it goes wrong (Chapter 4 pacing, the weak villain reveal). The starting read for any new SKT DM.

Read on Sly Flourish
Prep Guide

Power Score — A Guide to SKT

Sean McGovern's chapter-by-chapter guide, with location notes, NPC notes, and recommended modifications for almost every encounter. The reference DMs come back to throughout the run, not just before session 1.

Read on Power Score
Guide Series

Merric's Musings — SKT Archive

Merric Blackman's long-running SKT series — chapter-level pacing analysis, encounter notes, table anecdotes. Drill into the chapter you're prepping; don't read it cover-to-cover.

Read on Merric's Musings
Guide Series

Raging Owlbear — Running SKT (Ep 1–13)

Thirteen episodes spanning 2016–2023, terrain to the Chapter 13 finale. Episode 9 (Kraken's Gamble), Episode 11 (Fixing Maelstrom), and Episode 13 (Finale) are the ones you'll thank yourself for reading before the campaign's back half.

Read on Raging Owlbear
DMsGuild

A Guide to Storm King's Thunder — DMsGuild

A PDF primer formatted for table reference rather than long-form reading — factions, locations, structural overview. Use it as the table-side companion to the Sly Flourish piece.

View on DMsGuild
More DM prep guides (31)

Alternative & expanded chapters

Resources that rewrite SKT chapters at the structural level — distinct from fan adventures, which add new locations without touching the existing book.

Fan Overhaul

The Alexandrian — SKT Remix & Chapter-by-Chapter Guide

Justin Alexander's multi-part overhaul — fixes how information about Iymrith reaches the party, strengthens the Chapter 1 opening, and gives the giant-lord arc a coherent throughline that as-written it does not have. The most-cited fan revision of SKT, and the prep philosophy underneath it ("prep situations, not plots") will change how you run every campaign after this one.

Read on The Alexandrian
Fan Overhaul PDF

Alexandrian Remix — Complete PDF (Patreon)

The full Alexandrian Remix in one PDF — public Patreon post, free. Easier to annotate at the table than navigating fifteen separate blog posts. Updated April 2024.

Download free PDF
Fan Supplement

Alexandrian Remix — Part 1: A Strong Beginning

Rewrites Chapter 1's opening. If you only read one part of the Remix before session 1, read this one — the as-written Nightstone opening loses players who want a hook in the first ten minutes, and Part 1 fixes the problem without changing what comes after.

Read Part 1
Fan Supplement

Alexandrian Remix — Part 2: Revelation Lists

Redesigns SKT's mystery structure using revelation lists, so players piece together Iymrith's conspiracy through play rather than having a cutscene explain it to them. The technique transfers to any investigation campaign you'll run after this one.

Read Part 2
Free PDF Supplement

World Builder Blog — Additional Content for SKT

A free 2016 PDF adding extra locations and encounters in the gaps the book leaves. Older but still functional for the locations it covers; useful if your party hits a hub the book leaves underdescribed.

Download free PDF
More alternative chapter resources (1)

Fan-made supplemental adventures

New adventures and location expansions that bolt onto SKT without touching its existing chapter structure.

DMsGuild Bundle

The Savage Frontier: SKT Supplement BUNDLE

Continues the giant storyline past Iymrith's defeat. For the group that finishes SKT and wants more campaign in the same setting rather than a clean ending.

View on DMsGuild
DMsGuild

Darkness Over Daggerford — SKT Supplement

Self-contained side adventure that drops into Chapter 3 around Daggerford. Use it when the hex crawl starts to feel like map dots and you want one of those map dots to be a real arc.

View on DMsGuild
DMsGuild

Hundelstone: A SKT Quest

Develops Hundelstone — a map dot in the book — into a full quest with named NPCs and a payoff. If your party heads there, this is the supplement that makes the stop matter.

View on DMsGuild
DMsGuild

Doom of the Desert — SKT DM's Resource

Expands the Iymrith lair finale with DM notes, alternate encounter options, and motivation hooks. Pairs naturally with the Iymrith fix video earlier on this page.

View on DMsGuild
DMsGuild

Triboar — SKT DM's Resource

Maps, NPC introductions, and a step-by-step running guide for the Triboar attack — one of the chaotic setpieces the book under-supports. With the supplement, the attack scene is a sequence you can actually run.

View on DMsGuild
More fan adventure resources (2)

Creature & campaign enhancers

Supplements that change how SKT's creatures and campaign mechanics behave at the table, without adding new locations.

DMsGuild Bundle

SKT — Complete DM's Bundle

Discounted bundle of the most-bought SKT supplements on DMsGuild — maps, reference cheatsheets, and NPC packs. Cheaper than buying the components separately if you were going to buy three or more of them anyway.

View on DMsGuild
DMsGuild

Recharged: Storm King's Thunder

154 rechargeable abilities for SKT creatures. The honest reason to buy this: by the time your party has fought the same hill giant statblock three times, the players know exactly which save matters and combat goes flat. Recharged abilities give the giants something new to do in fight four.

View on DMsGuild
DMsGuild

Monster Loot — Storm King's Thunder

Per-monster loot rolls and crafting recipes, indexed by monster name for fast table reference. Solves the post-giant-fight problem where the only reward is gold.

View on DMsGuild

Actual play, podcasts & reviews

For when you want to hear someone else run the campaign before you commit. Listening to one of these in full is more useful than reading any of the prep guides — actual play exposes the pacing problems on the page can only describe.

Reference & index

Aggregators and storefront indexes — useful when a player asks a lore question mid-session, or when you want to browse beyond what's curated here.

Frequently asked questions

What level does Storm King's Thunder start at?

Level 1, or level 5 if you start with one of the linked adventures from Appendix A. The level-5 start changes how the party connects to Bryn Shander; see the linked-adventures question below before deciding.

How long does Storm King's Thunder take to run?

Six to twelve months of weekly play to clear the book; the campaign covers levels 1–11. My current run is at session 31 of an estimated 45, so plan for the longer end if your group likes to investigate.

Is Storm King's Thunder a good campaign for new DMs?

It is harder than it looks. Chapter 3 is open-ended in a way that punishes thin prep, and Chapter 4 has a structural problem the prep guides on this page exist to fix. If it is your first published campaign, run Lost Mine of Phandelver first, then come back.

Do I need the linked adventures from Appendix A?

No, but they reshape the party's first relationship with Bryn Shander. If you start at level 5 from Princes of the Apocalypse or Out of the Abyss, the party arrives in the Dale already loyal to a different region; that's a feature, not a bug, but plan for it. Starting at level 1 from Nightstone is the cleaner option for groups new to the Sword Coast.

What is the Chapter 4 problem in Storm King's Thunder?

Chapter 4 is the giant-stronghold sandbox: five strongholds, no required order, and no built-in escalation between them. As written, the party can poke each stronghold, retreat, and the world doesn't change. Most groups stall here. The fixes on this page address it two ways — Tosh Le's Chapter 4 fix gives you a faction clock that puts pressure on the strongholds in parallel, and the Alexandrian Remix Part 2 rebuilds the chapter around a revelation list (what the party is trying to learn, not which stronghold they hit first). Pick one, not both.

Is Storm King's Thunder worth running?

Short version: yes, if your group likes hex crawls and you're willing to do prep work. The book is one of the best WotC has shipped for a sandbox-style game — but Chapter 4 has a structural problem (see above) and the Iymrith finale needs a motivation rewrite. If you want a published campaign you can run from the page without prep, this isn't it. If you've run one published module already and want something with more room to breathe, it's the one I'd pick. Longer version in Should you run Storm King's Thunder? on this page.

New to D&D, or want a shorter campaign before committing to a year-long one?

Lost Mine of Phandelver & Phandelver and Below resources →

The starter adventure (levels 1–5) and its cosmic-horror sequel (levels 1–12).

Want the urban heist instead of the giant hex crawl?

Waterdeep: Dragon Heist resources →

Four villain paths, the Alexandrian Remix, and Waterdeep itself (levels 1–5).

Want an infernal road trip through the Nine Hells?

Baldur's Gate: Descent into Avernus resources →

War machines, devil politics, and a long-form fix for the module's three story cliffs (levels 1–13).

Want gothic horror with a villain whose tactics actually need fixing?

Curse of Strahd resources →

Barovia, the as-written Strahd problem, and the community fixes for it (levels 1–10).

Running another exploration-heavy campaign?

Tomb of Annihilation resources →

Jungle hex crawl, deathtrap dungeon, and the death-curse clock that holds the campaign together (levels 1–11).

Want a shorter, weirder campaign after a year of giants?

The Wild Beyond the Witchlight resources →

Feywild whimsy, social-combat-friendly (you can finish it without rolling initiative), and 8–12 sessions instead of 50. A real change of pace, not a sequel.