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To Smite A Fiend: Part One (D&D 5e)

To Smite A Fiend: Part One (D&D 5e)

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The macabre horrors of the Dark Winter have passed with the changing of the seasons and now Holdenshire County is preparing for an idyllic summer—a respite that will be denied.  For a long time the reclusive Kalle Sirkesalo has been studying in earnest, delving into the nuances of magic as his servant Roland acquires secretive packages from afar each filled with rare and exotic reagents for arcane experiments. Now his research is nearly complete and the most critical phase has begun: the wizard is prepared to permanently summon divine beings to be his servants. The mage's ambitions are greater than his mastery however, and before long he brings much more to the realm than he ever intended. This PDF is an introduction to an all new adventure that brings the To Save A Kingdom Adventure Path to a conclusion, continuing right where To Stake A Vampire left off to take four PCs of 10th level up through 12th level.