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 PDFA 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 →Jump to section
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.
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.
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.
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 PDFFree 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 PDFOfficial 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 PDFAggregated 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 rulingsThe 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 PDFSame 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 siteTen 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 siteA 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 listThe official Roll20 edition: 40+ preloaded maps, dynamic lighting, 200+ NPC tokens. If you run on Roll20, this saves the asset-prep night.
View on Roll20Grid-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 DriveThruRPGPer-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 playlistThe 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 YouTubeMixable 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 soundscapeA 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 playlistThemed 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 YouTubeEight 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 ArtStationA 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 threadVTT-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 threadSKT 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.
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 postRestructures 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 guideA 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 YouTubeTen 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 DMsGuildTen 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 encountersOfficial 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 DMsGuildOfficial 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 DMsGuildThe 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 DMsGuildPrintable 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 PrintablesOfficial 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 DMsGuildSKT'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.
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 FlourishSean 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 ScoreMerric 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 MusingsThirteen 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 OwlbearA 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 DMsGuildResources that rewrite SKT chapters at the structural level — distinct from fan adventures, which add new locations without touching the existing book.
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 AlexandrianThe 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 PDFRewrites 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 1Redesigns 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 2A 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 PDFNew adventures and location expansions that bolt onto SKT without touching its existing chapter structure.
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 DMsGuildSelf-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 DMsGuildDevelops 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 DMsGuildExpands 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 DMsGuildMaps, 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 DMsGuildSupplements that change how SKT's creatures and campaign mechanics behave at the table, without adding new locations.
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 DMsGuild154 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 DMsGuildPer-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 DMsGuildFor 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.
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.
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.
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.
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.
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.
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.
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.