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Storm King's Thunder (Dungeons & Dragons) Hardcover – September 6, 2016
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Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?
The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
To defeat giants, you need to be giant!
- Print length256 pages
- LanguageEnglish
- PublisherWizards of the Coast
- Publication dateSeptember 6, 2016
- Reading age14 years and up
- Dimensions8.55 x 0.67 x 11.12 inches
- ISBN-109780786966004
- ISBN-13978-0786966004
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Product details
- ASIN : 0786966009
- Publisher : Wizards of the Coast (September 6, 2016)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 9780786966004
- ISBN-13 : 978-0786966004
- Reading age : 14 years and up
- Item Weight : 1.98 pounds
- Dimensions : 8.55 x 0.67 x 11.12 inches
- Best Sellers Rank: #23,681 in Books (See Top 100 in Books)
- #66 in Dungeons & Dragons Game
- #133 in Activity Books
- Customer Reviews:
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At some point in the distant future, D&D will have to evolve into the 6th edition. One thing I've learned from my parents and those who've played the earlier versions of the game is that you can reflavor and re-use old adventure content with new systems. That provides a value for me as a DM (Dungeon Master) to be able to have modules like Storm King's Thunder (SKT) on my shelf.
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More about the actual module itself. It's possible to run the adventure from Level 1, since chapter 1 is kind of made for bringing characters into the story and so the back of the book will say "Intended for characters level 1 - 10" or so. If you read the book, it suggests at some points that the characters will actually be level 11 by the end of it.
As well, there is a part of the campaign where you choose between the different kinds of giants to go face off, and if you're familiar with Waterdeep: Dragon Heist, you can actually use all of the sections instead. Nothing in a module is "sacred," alter it to your parties needs! It may be worth considering asking the party if they're interested in the long haul, but considering the complaints of D&D being unbalanced or less fun after level 13, this is likely where a lot of players will have the most fun. Go for it!
This campaign takes place in North West Faerun, which is where Waterdeep is located. That means Icewind Dale, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, and several other adventures take place in the same general area. You can easily connect lower level adventures from this region into Storm King's Thunder by sewing seeds with rumors like... "Farms in the region have been attacked by Hill Giants!" "Did you hear? Apparently an important storm giant was slain on an island." By the time your characters hit level 5, you can start in Chapter 2 of the book (definitely read everything before Chapter 2) and get going.
The map quality is good, the descriptions of the NPCs and their backgrounds is phenomenal, and the setting is very exciting.
As for the book itself, I received one slightly warped with a tiny bit of a bow curve in it, but it's not really a big deal and can be fixed by leaving weight on it for a while. Otherwise, the print quality, texture, and contents are excellent. Nothing printed upside down, no major deformations or cuts, properly bound, no missing pages, and everything is in order.
The product gets 5 stars from me, it's everything I expected and in perfect condition.
The thing that I'm most impressed so far is this: the campaign is the most sandbox-y and open world campaign that I will have ever run. I can see where this would be complicated and frustrating as a beginning DM to undertake, but the designers of the book lay things out in a controlled fashion with lots of charts, suggested encounters, and explanations. This makes the campaign much more manageable. Each location marked on the master map of the Northern Sword Coast has an excellent summary of what can be found in the location and examples of what a DM can throw at the players to make a fun and rewarding encounter there. There are also plenty of easy plot hooks available for the DM to get the players back on track (which may be entirely necessary with an open-world game).
As with all D&D 5e books that I've purchased I'm incredibly satisfied by the artwork throughout the book. Does it add to the story itself? No it doesn't. But the amount that it adds to the process of reading through the book is definitely to be considered. It also gives a DM that isn't sometimes the best at describing the world some great visuals to show to the players to help them understand the setting.
As far as the physical build of this book, unlike several of my other Wizards of the Coast books I've ordered this one arrived in great shape with no damage to the pages or spine.
But I have some suggestions:
- It would have been better if WOTC provided accompanying digital maps (both for players and DMs) to be displayed on monitors while playing. I had to search all over to find the right ones (without the numbers on the buildings) to use for my players.
- As a new 5e player, it would have been good to have some examples of how to integrate all of the five political factions (along with Slarkrethel, the Kraken) into the game. Trying to integrate the factions along with the expected encounters can be overwhelming to newer DMs. Maybe a list of 5 ways to integrate into play.
- Some of the fetch quests were contrived and not compelling. One involves delivering a cat from the initial encounter, to another city for the next possible encounter. Many people have said the same. I managed to find some more compelling workarounds for the players to go from one place to another without being railroaded.
- The game is actually an excellent premade adventure with a TON of content. It's the best (and worst) of both worlds sandbox/railroading. The fetch quests are a bit railroady but the sandbox is HUGE (all of Faerûn) so there are a lot of homebrew things a DM can add.
- I HIGHLY suggest researching all the political factions first (think about how they can be integrated into the game, I plugged them into the players' backstories, which made it much easier and believable) as well as researching some of the history of the major cities and all of Faerûn. It took me 2 months to prepare for the game, but I was also learning the 5e system as well. I also suggest finding maps online of each location; I suggest buying maps from Mike Schley (mikeschley. com/projects). They are well worth it.
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Reviewed in Mexico on January 29, 2024
I enjoy the last one in the book of a slain giant who has a severed head the most. I think showing that particular one to the players after a hard and stressful, but successful fight against a tough hill giant would give a strong sense of accomplishment and excitement to the players while helping them visualize the task they've completed. I love it as is, so as a player it would be that much more incredible IMO.
As usual the majority of the other artwork scattered amongst the pages is great too. Having the visuals of important NPCs is also a big plus as a DM.
There's also a nice double page spread of a regional map as well as numerous location maps relating to specific missions. Maps are always a useful item for any DM.
As far as the rest of it goes, the story is pretty solid, and there are several side missions apart from the main storyline to help keep your players busy.
Im sure my players will enjoy being able to play as several of the important NPCs with that being a favourite dynamic of mine encouraged in this book. It gives a closer sense to the story and the possible repercussions of an important NPC dying.(Missing out on possible side missions/rewards)
With some new magic items and several new random tables as well as some new enemy stat blocks that aren't in the DM guide or Monster manual it opens up the game a little bit more to both the player and the DM.
All in all, I give it 5 stars and think all DMs should own a copy if even only for the art and as a reference guide for ideas in their own homebrew world.
Começamos tímidos, com 3 jogadores. Decidimos que iríamos começar pelo nível 1, embora houvessem jogadores recém-saídos de Lost Mine of Phandelver(LMoP) do Starter Set, aventura introdutória do sistema. No livro há dicas para a transição da LMoP para SKT, o que acabou acontecendo posteriormente com um dos meus jogadores e seu personagem nível 5, que entrou lá pela terceira sessão.
Achei o capítulo 1 muito fraco. Ele tenta dar uma pincelada sobre a evolução dos personagens do nível 1 ao 5. É um esboço muito rude de um intervalo de níveis muito interessante. A LMoP fez um trabalho muito mais incrível nesse aspecto, resgatando nuances primordiais do sistema. É como se eu fosse de novo um novato, desbravando com meus jogadores um mundo desconhecido. Caso esteja com pouco poder monetário recomendo começar pelo Starter Set, que é metade do preço de um livro e é autocontido. O SKT precisa dos livros básicos: Player's Handbook, Dungeon Master Guide e Monster Manual.
Logo no capítulo 2 temos três possibilidades de cidades a serem visitadas: Bryn Shander, direto do Vale do Vento Gélido; Goldenfields, a provedora de Waterdeep; ou Triboar, que escolhemos e cunhamos de "Três Javalis". Só posso falar obviamente de Três Javalis, que é uma cidade repleta de desenvolvimentos para os personagens de acordo com a estalagem que resolvam ficar. No final desse capítulo há uma invasão de gigantes onde cada jogador (até 6) recebe um NPC e tem a tarefa de interpretá-lo e mantê-lo vivo durante o combate. A recompensa são sidequests que culminam no capítulo 3, que é uma espécie de sandbox na Costa da Espada.
Essa parte é mais demorada e exige grande preparo do mestre. Os personagens podem ir pra qualquer lugar embora tenham objetivos pré-estabelecidos. Nesse momento utilizei duma aventura curta porém muito útil, chamada Kraken's Gamble, que se passa na cidade de Yartar (a próxima depois de Três Javalis) onde os personagens conhecem NPCs e situações que voltarão no capítulo 11. Esse adendo está disponível na internet por poucos dólares e vale cada centavo.
No capítulo 4 a história segue linear com o encontro de um NPC gigante de gelo muito querido aos meus jogadores: Harshnag. É aqui que eles começam a entender mais sobre o que está acontecendo no mundo e porque os gigantes estão atacando toda a região. Há eventos trágicos que levam ao capítulo 5.
A história desagua em uma de 5 vertentes. É nessa parte da aventura que os heróis confrontam lordes gigantes em seus lares. Os tipos de gigantes são: colina, pedra, gelo, fogo e nuvem.
É possível visitar as três cidades e matar todos os lordes gigantes, caso seja do desejo da mesa. Concluímos que seria muito demorado já que o livro não utiliza XP e sim milestones. O sandbox do capítulo 3 já dá pra medir a sensação da mesa de como que é ficar congelado num nível independente do número de monstros derrotados.
Como cada capítulo é uma dungeon de um tipo de lorde gigantes, o capítulo 10 retoma para a ida do grupo à corte dos gigantes da tempestade e é aqui que a trama se revela. Os últimos capítulos consistem numa tentativa de resgate e o enfrentamento de um inimigo épico.
Há inúmeros personagens memoráveis que me diverti ao interpretar. Há diversas situações onde se necessita de uma decisão moral do grupo. De qualquer maneira, jogamos praticamente todo final de semana, de 4 a 6h por sessão e ainda ficou muita coisa pra ver.
No próximo sábado terminaremos esse livro, com 8 jogadores, para continuarmos com Tomb of Annihilation(ToA). Foi uma experiência incrível e recomendo muito a todos que tiverem a oportunidade.