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House of the Exorcist

A harrowing adventure five thousand years in the making

Adventure compatible with 5e and suitable for characters of levels 3 – 4


Includes conversion notes for use with PF1, PF2, BECMI, AD&D 2e and 1920’s cosmic horror games.

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“I said to my soul, be still, and let the dark come upon you
Which shall be the darkness of God.”
- T.S. Eliot, East Coker
House of the
Exorcist

Fell forces tore the House of the Exorcist from the very fabric of reality, causing it to forever
drift beyond time and space. The origins of this dread abode lie in the city of Assur, nearly five
millennia ago. Although the name of the house’s master was stricken from all historical records after
his disappearance, we know he was a healer and demonologist from ancient Sumer who drove
incarnate demons from the broken bodies of the afflicted. Whether the exorcist made a pact with the
dark ones, or merely lost control over his demonic wards remains unknown. All which is certain is
that the ruinous powers severed his house from the realm of flesh, damning it to the nighted dimension
beyond the black stars, twixt voids of oblivion teeming with cosmic terrors.
When the stars align, however, the House of the Exorcist finds its way back to the land of the
living, perching upon some lone hill, or lurking amidst a bleak, forgotten moor. Invariably, it then
attracts the lost and the damned, who flock like moths towards a midnight flame. Few dare cross the
dread house’s threshold, and fewer still return from its harrowing halls with their body and soul
intact.
Tonight, the stars are right. And the House of the Exorcist has emerged from the black beyond
into your very own world...

1
Foreword
Contrary to popular belief, this mini-dungeon
was not spawned in the black void lurking betwixt
distant stars, but on Twitter (altogether a different
kind of black void). I had shared the picture of a clay
tablet showing a 5,000-year-old Sumerian house
plan, jokingly adding it was the “world’s first-ever
dungeon map”.

While I soon learned I wasn’t the first to make


this humorous comparison, the tweet garnered
much attention from fellow RPG-enthusiasts. This
gave me an idea:

“What if people sent in their own


suggestions for the house’s room descriptions, and
we made this into a proper adventure?”

This humble document represents the fruit of that collaborative effort, and allowed me to connect with
some incredibly talented, kind, and imaginative people. As a pure labour of love, The House of the Exorcist is
entirely free, and will remain so in perpetuity. My fellow writers and I sincerely hope you will enjoy playing it.

Contents
Introduction ............................................... 1 Location Descriptions .................................. 6
Foreword .................................................... 2 1. Entrance Hall ........................................... 6
The House in your Campaign ....................... 3 2. Archives................................................... 6
Harrowing Hooks ........................................ 3 3. Oubliette ................................................. 7
Doom Foretold ............................................ 3 4. Courtyard ................................................ 7
Hunting Hounds .......................................... 3 5. Binding Chamber..................................... 8
Small Problems............................................ 3 6. Black Columbarium ................................. 9
Tables of Terror .......................................... 4 7. Private Quarters ...................................... 9
Minor Events ............................................... 4 Aftermath................................................. 10
Minor Items................................................. 4 The Prophecy Stone .................................... 3
House of the Exorcist Map........................... 5 The Shadow Rift .......................................... 3
Location Overview ...................................... 5 The Silver Key .............................................. 3
Credits ...................................................... 10
Appendix: Conversion Notes ..................... 11
Additional Credits ..................................... 13
OGL V1.0A ................................................ 14

Some rights reserved. No part of this publication may be sold in any form or by any means. It may, however, be
freely distributed, reproduced, stored in a retrieval system, or transmitted, provided the publication remains in
its entirety and includes all credit given to the respective authors of each piece.

© Bart Wynants 2021

To contact me, find me on Twitter: @critographer

2
The House in Your Campaign
Since the exorcist’s dread abode tends to mystically materialise in any dimension, time, or place it is likely
to attract unwitting victims (i.e. the player characters), the demoniacal dwelling can be introduced in almost any
RPG setting or campaign. We believe the House of the Exorcist lends itself particularly well to dark or heroic
fantasy settings, and even 1920’s pulp action or cosmic horror.

Nevertheless, we needed to make a choice with regards to the system. A purely system neutral adventure
simply felt too bland for our purposes. Looking at the numbers, it was clear the “fifth edition of the world’s most
popular role-playing game” which currently has the largest number of players, so we went with 5e as our default
system of choice. In 5e, the House of the Exorcist represents an overall medium challenge to a group of four 4th-
level characters. Although the hardest encounters in this adventure are generally easy to avoid, low-level parties,
or those who insist on seeking out trouble should find the house provides a much more lethal experience.

Those using other systems are advised to select equivalent creatures from their own games to populate
the exorcist’s dread abode. While it’s impossible to cover all systems, we have made efforts to convert the
various checks and creatures encountered in the house to other well-known systems. The appendix on page 11
lists conversion notes for Pathfinder (both 1e and 2e), Basic D&D (using the BECMI series), and Advanced D&D
(2e). As an added bonus, we’ve also thrown in conversion notes for the 7th edition of a certain 1920’s cosmic
horror role-playing game. Just don’t expect any investigators to survive…

To achieve the best results, we advise you to run all monster encounters in a dynamic way, and not keep
them restricted to a single location.

Harrowing Hooks (by Sven Neeus [@NobisLord])


While the characters might stumble across the freshly manifested House and decide to explore its
chambers on a whim, there are those who would intentionally seek to brave its extradimensional dangers.
Consider the following hooks if you wish to lure the characters to the House of the Exorcist.

Doom Foretold
When the strange house appeared on the hill, a terrible blight fell upon the land. The crops began to wither,
calves were born deformed, and pale white locusts infested every home. The old legends claim the house is part
of an ancient infernal prophecy, and its appearance heralds the end of the age of mortals. In order to undo the
prophecy, however, we must first learn what it says. Dare the characters cross the dread house’s black stone
threshold and search its chambers for clues to avert impending doom?
 The goal of this adventure is to find the prophecy stone in Location 5: Binding Chamber.

Hunting Hounds
A roving pack of demonic, jet-black hounds stalks the land, carving a red and bone-strewn path across the
countryside. Hunters who followed the bloody trail claim it leads to an ancient-looking dark stone house upon
the misty moor. Can the characters track down the ravenous pack to its lair and put an end to its demonic
menace?
 The goal of this adventure is to defeat the pack of shadow hounds in Location 6: Black Columbarium.

Small Problems
The characters are called upon to investigate a sage’s sudden disappearance. Searching the sage’s home,
they find a small obsidian box, expertly carved to resemble some primitive, windowless dwelling. Close
examination of the tiny house reveals the front door to be a button. With a click, the characters are magically
shrunken down and teleported to Location 1: Entrance Hall, with the black stone front doors firmly shut behind
them. Slowbones then explains the characters’ corpses will soon join those piled in the chamber unless they
manage to find the key to unlock the doors. Will the characters find the key, or follow the sage in death?
 The goal of this adventure is to obtain the silver key resting on the chair in Location 7: Private Quarters
and use it to open the front doors to escape the house.

3
Tables of Terror (entries 1-5 by Robert Mills [@Trebormills]; entries 6-10 by Scott Sexton
[@Grafumbly])
No two visits to the Exorcist’s extradimensional dwelling are alike. Use the tables below to determine what
strange events manifest as the characters explore the house’s harrowing halls, or the weird objects they find
while searching its sombre chambers.

Minor Events Minor Items


Roll 1d10 to determine what minor event occurs Roll 1d10 to determine what minor item the
when the characters revisit or dally in any location. characters find when searching any location.

1. Peals of thunder echo throughout the house as 1. A small glass phial holds a brilliant blue liquid
a dark portal suddenly opens overhead, flowing like viscid oil and smelling of rotten
disgorging the broken body of an ancient fish. A character drinking the liquid recovers
warrior before closing again. 1d8 hp.
2. A series of high-pitched shrieks draws attention 2. A brass amulet bearing the dread visage of the
to a pale, fist-sized spider scurrying across the demon king, Pazuzu. While the amulet is worn,
room. Killing it awakens its mother, who lairs in its wearer cannot be possessed by fiends or
Location 3: Oubliette. undead.
3. The apparition of a young boy covered in 3. A small black book, bound in human skin and
wounds manifests and screams for ten seconds inked with demonic ichor. The book is a
before disappearing. The boy’s wounds catalogue of demons, allowing the reader to
correspond to injuries inflicted by a creature identify any demon encountered with an
yet to be encountered in the House. accuracy of 80%.
4. The withered corpse of a former explorer leans 4. A wickedly sharp, wave-bladed sacrificial
against the other side of the nearest door. dagger. It inflicts +1 damage when wielded by
Besides a rusty short sword, all their evil creatures.
equipment has either rotted, or been shredded 5. A stack of brittle clay tablets covered in
to bits. cuneiform writing. The encrypted text details
5. A nearby candlestick clutters to the ground, the history of a long-dead culture from another
heralding a black tide of 3d6+10 red-eyed plane of existence.
demonic rats rushing from the shadows and 6. A black lacquer fountain pen with a silver, skull-
disappearing through the opposing wall. shaped nib. Characters who have taken a life in
6. The air grows chill, and a dissonant choir of the past find the pen writes only the last words
arcane chants, agonised cries, and demonic of their victims.
laughter reverberates throughout the room. 7. A small doll, resembling a child made of woven
These echoes of a failed exorcism linger for reeds. While a character tightly clutches the
1d10 minutes. doll in their arms, they are immune to all fear-
7. A sudden gust of wind snuffs out all non- causing effects.
magical flames, plunging the chamber in 8. A tarnished old tin flute. Playing a tune on the
darkness. flute summons a trio of glowing orbs that
8. A randomly chosen character picks up the dance around the player, bathing the area in
deliciously familiar scent of their childhood cool blue light. The orbs disappear as soon as
favourite food wafting from an adjacent room. the playing stops.
9. A dusky scarlet spider slowly crawls down the 9. A broken ivory scroll case containing a pair of
wall towards a random character’s shadow. cracked scrolls. One describes the sinister
The character loses 1 hit point as the spider rituals of an ancient demon-worshiping cult,
bites the shadow and scuttles away, leaving a the other is half of a faded map leading to Iram,
thin trail of blood trickling down the wall. lost city of pillars.
10. The rearmost character feels a calloused hand 10. A silken pouch containing a preserved human
grabbing their shoulder as a gruff voice bellows eye. The eye has the gift of true sight, and
“Wait!” into their ear. Turning around, they always turns to look at the nearest invisible,
discover no one’s there, and only they heard shape-changed, or ethereal creature within
the warning. 120 ft.

4
Location Overview

1. Entrance Hall. The rotting corpses of the dread house’s past victims lie piled
high in this reeking chamber.
2. Archives. Deathless shades haunt the old scriptorium of a demonologist
driven mad by cosmic horrors.
3. Oubliette. A monstrous spider lurks in the shadowed depths.
4. Courtyard. Progress beyond the nightmarish courtyard demands a blood
sacrifice.
5. Binding Chamber. Fiery traps ward this secret chamber, where countless
demons were summoned and bound to the exorcist’s will.
6. Black Columbarium. The essence of the shadow plane has invaded the
house’s most perilous room.
7. Private Quarters. In this innocuous-looking chamber, nothing is what it
seems.

5
Location Descriptions
1- Entrance Hall (by Megan Robertson [@RPGResource] and Myke Van Dyke [@mykevandyke])

Rotting skeletons buzzing with black flies are piled high against the north wall, causing their decomposition
fluids to blossom black amid the colourful frescoes decorating this chamber. In one corner, a pale white
dog lazily gnaws on a large bone.

Skeletons: These are the remains of former adventurers, stripped of their flesh and dragged to the
entrance chamber to serve as a warning. With a 10-minute search, a character finds 4d6 gp worth of golden
teeth and assorted jewellery.

Frescoes: The frescoes depict the various stages of an exorcism. A dark blotch of corpse-fluid obscures the
final stage.

Pale Dog: When approached by a character, the mastiff drops the human
femur it’s been chewing and says its name is Slowbones, in a low, gravelly
voice. Rising, it asks the characters if they require help with anything.
Slowbones is a shadow demon, bound into a dog. It knows everything
about the exorcist’s house but tells the characters only lies. Since killing
the dog frees the demon, Slowbones does not fear death.

2- Archives (by Eithne Ripley “Gelf” [@GelfTTV])

Endless rows of racks cluttered with cracked and stained scrolls lend this windowless chamber a cramped
and claustrophobic appearance. At the far end, the dull red glow of an oil lamp reveals the outline of a
small writing desk behind an overturned chair.

Scroll Racks: These ramshackle racks contain thousands of scrolls, books, and
ledgers of varying length and size. All have the same text, repeated over and
over in the same spidery handwriting:

“In his palace in the City of the Red Night, dread Pazuzu awaits thee.”

Desk: Closer inspection reveals the desk and the surrounding walls are stained
with ink from pots which seem to have exploded from within; angry shades of
black, red, brown, and green cover everything. The first time a character
searches the desk, a scroll rack near the door topples over, barricading the
room from within. At the same time, scratchings and evil whispers sound from
behind the scroll racks and underneath the desk as 2d4 shadows emerge to
confront those defiling their dark demesne. It takes a DC 15 Strength check to
clear the barricade.

6
3- Oubliette (by Robert Mills [@Trebormills])

Several dusty crates and clay pots surround a brick-lined well at the centre of the room. Overhead, ragged
silken webs form a ghostly canopy, ever twisting from an imperceptible draught.

Crates and Pots: The various crates and pots contain low-quality copper ingots, as well as several clay
tablets of buyers expressing dissatisfaction with the value of purchased metals. Both ingots and tablets are
essentially worthless.

Well: Characters examining the well hear no water, but catch the slight smell of dust, mould, and decay,
similar to an old compost heap. A phase spider lurks inside the brick-lined well. There is a 20% chance the
spider is either sated or asleep, in which case it will not attack unless the characters disturb the well or make
a lot of noise. The well itself is 30ft. deep and contains no water. 1d6+1
desiccated corpses wrapped in spider silk lie on the rock-strewn bottom.
Each corpse has a 20% chance of carrying 3d10+30 gp worth of gold and
adventuring gear.

4- Courtyard (by Scott Sexton [@Grafumbly])

An onyx statue of a leering demon holding a glass bowl crouches at the centre of the open courtyard. High
above, alien constellations of black stars shine amidst a cloud-strewn violet sky, lashed by streaks of
barbed lightning.

Alien Sky: The stormy alien skies are an illusion, mirroring those above the lost city of Carcosa. Any
characters who previously visited Carcosa immediately recognise the constellations.

Alabaster Doors: The doors set into the courtyard’s north wall consist of solid slabs of bone-white
alabaster. Close inspection reveals deep, dust-filled grooves running from either door to the onyx statue in
the centre. If an unbroken stream of blood poured from the statue into the cleaned grooves reaches a door,
scarlet veins appear across its alabaster surface. 1d4 rounds later, the door melts away into a pool of blood
and bone fragments.

Secret Door: This secret door resembles the surrounding walls. It can only be detected through magical
means, or by diligently searching the floor and finding the dust-choked groove connecting it to the onyx
statue. The secret door opens the same way as the alabaster doors.

Onyx Statue: The leering black effigy represents a serpent-bearded demon crouching atop
an intricate dais of grooved silver discs. Flecks of dried blood stain the inside of the glass bowl
clutched in the demon’s claws. A silver spout at the base directs any liquid poured in the bowl
into the dais’ top disc. For every 1 hp worth of blood poured into the bowl, the blood travels
1 foot along the aligned grooves towards the designated door.

Grooved Dais: The circular steps of the dais can be turned with minimal effort. Correctly
aligning the grooves directs blood from the bowl to any one of the three doors. If the blood
flow stops before reaching a door, or the dais is rotated while the blood is flowing, the gore
coalesces into a Large blood elemental (treat as a water elemental with the undead creature
type).

7
5- Binding Chamber (by Severo Queiroz Jr. [@severoqjr] and Bart Wynants [@critographer])

A black stone statue clutching an orb and sceptre stands at the far end of this chamber. Engraved upon the
flagstones is a pentagram, above which hang scores of burning oil lamps that bathe the room in an eerie,
cerulean glow.

Statue: The statue resembles a grotesque four-winged, jackal-headed demon. Characters versed in
demonology can readily identify the effigy as the demon king, Pazuzu. The statue is actually a stone golem
whose feet are firmly anchored to the flagstones. It addresses the characters as soon as one of them enters
a square adjacent to the pentagram:

“Above my palace blood-bedight, name that shade which stains the night.”
The riddle is a reference to the mad scribblings found in Location 2: Archives, mentioning a palace in
the City of the Red Night. Therefore, the answer is: “Red”.

If the characters either leave the room or answer the golem’s riddle correctly within the next round,
nothing happens. If they give the wrong answer or do not answer in time, however, the golem pulls down
its sceptre (actually a disguised lever), releasing the oil lamps hanging from the ceiling and bathing the room
in a carpet of flaming oil which burns for 2d4 rounds, inflicting 1d6 damage per round on all creatures in the
chamber. If there are still characters in the area when the oil stops burning, the golem hurls the orb it was
clutching (actually a flask of Greek fire), reigniting the oil and causing it to burn for another 1d4+1 rounds.

Pentagram: An invisible nycaloth lurks inside the pentagram. The fiend attempts to tempt, cajole, or
otherwise coerce creatures into damaging the pentagram, allowing it to break free. If a character frees the
fiend, it turns visible and produces a fist-sized chunk of obsidian, upon which is written an infernal prophecy
foretelling the end of times. If the characters do not attack the fiend, it offers up the stone in thanks before
leaving the area. Otherwise, it retaliates, using the prophecy stone to bash in the characters’ skulls.

Drain: Searching the room reveals an iron grill set into the floor against the north wall. Excess oil and other
liquids drain away into this opening, which connects to a similar drain in Location 7: Private Quarters. The
drain carries sounds between Locations 5 and 7.

8
6- Black Columbarium (by Greg Smith [@badgerdeutsch] and Rocky Shwaz
[@hawking_aliens])

Small niches containing smoky quartz jars line the walls of this dark chamber. Black, ephemeral liquid
seeps from a shimmering rift in the west wall, forming a spectral river running across the room.

Quartz Jars: Breaking or opening any of the forty wax-sealed quartz jars stored here releases the
disembodied spirit of a random type I demon (either a barlgura, shadow demon, or vrock; equal chance of
each). Roll 2d6 to determine the freed demon’s reaction:

2-3: The demon attacks the character, departing after their prey is killed.
4-6: The demon hisses a blasphemous threat; roll again next round, applying a -4 penalty to the
roll.
7-9: The demon remains cautious and questions the characters; roll again next round.
10-11: The demon proposes a pact with the character; roll again next round, applying a +4 bonus to
the roll.
12: The demon agrees to perform one task for the character, in exchange for a small favour to be
named later. After performing the task, the demon departs.

Shadow River: This ephemeral river flows with the essence of the Shadow
Plane. Living creatures cannot restore lost hit points while they remain in contact
with its waters.

Rift: Otherworldly howling sounds from this planar rift, beyond which lurks an
alpha shadow mastiff. The black hound attempts to ambush creatures in this
room to grapple and drag them back to the Shadow Plane, where a pack of 1d4+1
hungry shadow mastiffs is waiting to tear them apart.

7- Private Quarters (by Maria Gatta [@M_Gatta] and Josh Brown [@TheSpeakman])

Crouching low at the centre of this damp chamber is a claw-footed copper tub surrounded by shelves
stacked with cloths and multicoloured vials. In the east corner, four slime-covered chests lurk near a
sumptuous, cushioned chair which slowly creaks back and forth.

Copper Tub: Six inches of still, soapy water sit in the tub. A character gazing into the water sees their own
reflection rapidly ageing and withering to dust. The character must succeed on a DC 13 Wisdom save or
instantly age 1d4 x 10 years. Characters near the tub can hear faint demonic whispers coming from a drain
underneath the tub. These unintelligible whispers originate from Location 5: Binding Chamber, where a
similar drain is located. The drain carries sounds between Locations 5 and 7.

Shelves: The cloths are fine silken robes, and the vials contain rare and exotic
oils and perfumes. These luxury goods have a combined value of 3d6 x 50 gp.

Chests: A thin film of slime covers the otherwise innocuous locked chests,
containing some minor trinkets and modest treasure items. Their main
purpose is to serve as a diversion for the mimic chair…

Chair: This sumptuous, cushioned chair is covered in red velvet, lined with
brass nails. A lustrous silver key rests on the seat. In truth, however, the chair
is a rather large and vicious mimic.

9
Aftermath (by Bart Wynants [@critographer])
The characters’ discoveries in the House of the Exorcist are certain to haunt their dreams long after they
have left its nighted chambers behind. Use the suggestions below to wrap up the chosen adventure hook and
expand the story into future adventures.

The Prophecy Stone


If you used the Doom Foretold adventure hook, the prophecy stone carried by the imprisoned demon in
Location 5: Binding Chamber holds the secret to undoing the infernal prophecy, at least for the next 100 years.
Otherwise, the blasphemous text is revealed to be a prophecy mentioned in the dread Necronomicon Ex Mortis
as The End of Aeons:

“One of three, the Old Ones sing. Two of three, the plague shall bring. Three of three, the sky doth quake.
All assembled, ancients wake.”

Are there really three such prophecy stones? If so, fell forces are already at work to obtain all three and
hasten the return of the Old Ones.

The Shadow Rift


If you used the Hunting Hounds adventure hook, destroying the pack of shadow hounds seals the shadow
rift in Location 6: Black Columbarium, eliminating the demonic threat. Otherwise, the black rift remains an
oozing wound upon the very fabric of reality. Before long, more shadow creatures find their way through the
rift and into the realm of flesh. It’s clear House of the Exorcist must be banished or destroyed entirely, but how?
Or is there a way to seal the shadow rift from the other side?

The Silver Key


If you used the Small Problems adventure hook, the silver key found on the chair in Location 7: Private
Quarters opens the front doors of the house, allowing any surviving characters to escape and be restored to
normal size. Otherwise, the characters may learn the silver key is a magical artifact connected to the Gates of
the Silver Key: a cosmic gateway leading to the Lost City of Dreams. With the silver key in their possession, the
characters could be the first mortals to pass through its gates in centuries. Inevitably, there are other parties
interested in acquiring the key for their own sinister purposes.

Credits
Astonishingly, the dark powers that brought the house into existence were birthed not in the unfathomable
black void, but rather in the hearts and minds of a small group of creative, kind, and talented people. If you’ve
enjoyed the House of the Exorcist, please support them by sharing this document, and following them on
Twitter.

Writing: Greg Smith [@badgerdeutsch], Bart Wynants [@critographer], Eithne Ripley “Gelf” [@GelfTTV], Scott
Sexton [@Grafumbly], Rocky Shwaz [@hawking_aliens], Maria Gatta [@M_Gatta], Myke Van Dyke
[@mykevandyke], Sven Neeus [@NobisLord], Megan Robertson [@RPGResource], Severo Queiroz Jr.
[@severoqjr], Josh Brown [@TheSpeakman], Robert Mills [@Trebormills]

Interior Art: HodagRPG [@HODAG_RPG]

Cover Art & Cartography: Bart Wynants [@critographer]

Design & Development: Bart Wynants [@critographer]

Proofreading: Maria Gatta [@M_Gatta]

Special thanks to Creighton Broadhurst and Raging Swan Press [@Raging_Swan] for providing
mentorship, professional advice, and helpful suggestions throughout this project.

10
Appendix: Conversion Notes
Use the following guidelines to port the House of the Exorcist into the system or setting of your choice.
With one notable exception (see Location 6: Black Columbarium) we’ve made efforts to limit all encounters to
those that can be found in the core publications of each ruleset. Experienced GMs with more extensive
collections are encouraged make up their own fitting encounters to populate the House’s harrowing halls.

1. Entrance Hall 3. Oubliette


Pathfinder 1e Pathfinder 1e
 Treat Slowbones as a riding dog, possessed by  Swap the phase spider for a giant black widow.
a shadow demon.
Pathfinder 2e
Pathfinder 2e  Swap the phase spider for a giant tarantula.
 Treat Slowbones as a guard dog, possessed by  Change the value of all gold and adventuring
a ceustodaemon. gear to 3d10+30sp.
 Change the value of the golden teeth to 4d6sp.
BECMI
BECMI  Swap the phase spider for a giant black widow
 Treat Slowbones as a wolf, possessed by a spider.
shade.
AD&D 2e
AD&D 2e  Swap the phase spider for a giant spider.
 Treat Slowbones as a war dog, possessed by a
1920’s Cosmic Horror
ghost.
 Treat the phase spider as a dimensional
1920’s Cosmic Horror shambler with a climb skill of 100%.
 Treat Slowbones as a large dog, possessed by a  The combined value of all items found here
ghost with maximum intelligence and equals 1d100 x 10$. A collector might be
willpower. In addition, it knows 1d4 spells. persuaded to pay twice as much.
 Characters who search the corpses lose 0/1d3
sanity. The golden teeth and jewellery are
3B. Alternative Oubliette
worth 3d6 x 10$. Arachnophobia is a common fear. Should the spider
encounter prove too much for one or more of your
2. Archives players, we suggest you use these alternatives.
Pathfinder 1e 5e
 Increase the DC of the Strength check to 15.  The oldest two corpses at the bottom of the
 Reduce the number of shadows appearing to well rise as wights.
1d3+1.
Pathfinder 1e
BECMI  The oldest two corpses at the bottom of the
 Characters must roll equal to or under their well rise as wights.
Strength score on 1d20 to clear the barricade.
 Reduce the number of shadows appearing to Pathfinder 2e
1d4+1.  The oldest two corpses at the bottom of the
well rise as wights.
AD&D 2e
 Characters must roll equal to or under their BECMI
Strength score on 1d20 to clear the barricade.  The oldest two corpses at the bottom of the
 Reduce the number of shadows appearing to well rise as wights.
1d3+1. AD&D 2e
1920’s Cosmic Horror  The oldest two corpses at the bottom of the
 Characters must make a hard strength check to well rise as wights.
remove the barrier. 1920’s Cosmic Horror
 Treat the shadows as ghosts with average  The oldest two corpses at the bottom of the
human intelligence and willpower. well rise as mummies.

11
4. Courtyard 6. Black Columbarium
Pathfinder 1e Pathfinder 1e
 Treat the blood elemental as a Large water  Breaking one of the quartz jars releases either
elemental with the undead creature type. a babau, a shadow demon, or a vrock (equal
chance of each).
Pathfinder 2e
 Treat the alpha shadow mastiff as an advanced
 Treat the blood elemental as a living waterfall
shadow mastiff.
with the undead creature type.
 Reduce the number of shadow mastiffs in the
BECMI pack to 1d3+1.
 Treat the blood elemental as an undead water
Pathfinder 2e
elemental with 8 HD.
 Breaking one of the quartz jars releases either
AD&D 2e a ceustodaemon, a succubus, or a vrock (equal
 Treat the blood elemental as an undead water chance of each).
elemental with 8 HD.  Treat the alpha shadow mastiff as an elite hell
hound.
1920’s Cosmic Horror
 The lurking pack comprises 2d4+1 hell hounds.
 Characters who have seen Carcosa lose
1/1d6+1 sanity for gazing upon the alien sky. BECMI
 Treat the blood elemental as a crawling one  Breaking one of the quartz jars releases either
with maximum strength, constitution, and size, a wraith, a poltergeist, or a lesser efreeti
but no spells. (equal chance of each).
 Swap the alpha shadow mastiff for a spectral
5. Binding Chamber hound with maximum hp.
Pathfinder 1e  The lurking pack comprises 1d4+1 spectral
 Treat the statue of Pazuzu as an immobile hounds.
stone golem.
AD&D 2e
 Swap the nycaloth for a bone devil.
 Breaking one of the quartz jars releases either
Pathfinder 2e a wraith, a ghost, or an efreeti (equal chance
 Treat the statue of Pazuzu as an immobile of each).
stone golem.  Swap the alpha shadow mastiff for a hell
 Swap the nycaloth for a vrock. hound with 6 HD.
 The lurking pack comprises 1d4+1 hell hounds
BECMI
with 4 HD each.
 Treat the statue of Pazuzu as an immobile
obsidian golem. 1920’s Cosmic Horror
 Swap the nycaloth for a lesser efreeti.  Breaking one of the quartz jars releases either
a ghost, a fire vampire, or a harmless puff of
AD&D 2e
smoke (equal chance of each).
 Treat the statue of Pazuzu as an immobile
 Swap the alpha shadow mastiff for a hound of
stone golem.
Tindalos.
 Swap the nycaloth for a lesser yugoloth.
 The lurking pack comprises 1d4+1 dogs with
1920’s Cosmic Horror maximum strength, constitution, and size.
 Describe the pentagram as an elder sign. They have a stealth skill of 60%, or 80% when
 Treat the statue of Pazuzu as a black bear with in the shadows. The sanity loss for
move 0 and 6 points of armour. encountering one of these jet-black, crimson-
 Swap the nycaloth for a byakhee with eyed hounds is 0/1d6.
maximum intelligence and assign it a selection
of 4 appropriate spells.
 The text on the prophecy stone is written in
ancient Sumerian. It contains knowledge
similar to that found in the Revelations of Hali
tome.

12
7. Private Quarters 6B. Alternative Black
Pathfinder 1e Columbarium
 Characters gazing into the copper tub must GMs running 5e or Pathfinder 1e who do not have
succeed on a DC 16 Will save or instantly age access to the shadow mastiff stat block can make
1d4 x 10 years. use of the following alternatives.
Pathfinder 2e 5e
 Characters gazing into the copper tub must  Treat the alpha shadow mastiff as a hell hound
succeed on a DC 16 Will save or instantly age with maximum hp.
1d4 x 10 years.  The lurking pack comprises 1d3+1 hell hounds.
 Change the value of the luxury goods to 3d6 x
Pathfinder 1e
50sp.
 Treat the alpha shadow mastiff as an advanced
BECMI hell hound.
 Characters gazing into the copper tub must  The lurking pack comprises 1d4+1 hell hounds.
save against paralysis or instantly age 1d4 x 10
years.
 When the chair is touched, it melts into a green
slime and attacks the nearest character. Additional Credits
Appendix Design: Eithne Ripley “Gelf”
AD&D 2e
[@GelfTTV]
 Characters gazing into the copper tub must
save against paralysation or instantly age 1d4 x Pathfinder 1e Conversions: Bart Wynants
10 years. [@critographer], Eithne Ripley “Gelf” [@GelfTTV]
 Treat the chair as a common mimic.
Pathfinder 2e Conversions: Eithne Ripley “Gelf”
1920’s Cosmic Horror
[@GelfTTV]
 Characters gazing into the copper tub must
make a hard willpower check or instantly age BECMI / AD&D 2e Conversions: Bart Wynants
1d4 x 10 years and lose 2/2d10+1 sanity. [@critographer]
Characters witnessing the rapid aging effect
lose 1/1d10 sanity. 1920’s Cosmic Horror Conversions: Joris Van
 If a character approaches the chair or reaches den Bergh [@jdelamontana]
for the key, the red velvet cushions part to
reveal a gaping maw lined with jagged teeth.
The character must make a hard dodge roll or
suffer 3d6 damage as it bites their arm or leg.
If this damage reduces the character to 0 hit
points, the limb is severed. After making the
bite attack, the chair becomes a normal (if
perhaps blood-soaked) chair. Characters who
witnessed its transformation lose 1/1d10
sanity.
 The luxury goods in this chamber have a
combined value of 1d6 x 500$.

13
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System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Volo’s Guide to Monsters. ©2016, Wizards of the Coast, Inc. Authors: Adam Lee, Kim Mohan, Christopher Perkins, Sean K. Reynolds, Matt Sernett, Chris
Sims, Steve Winter, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game. ©2008, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
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The Book of Experimental Might. ©2008, Malhavoc Press; Author: Monte Cook.
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House of the Exorcist. ©Bart Wynants 2021; Authors: Bart Wynants, Eithne Ripley, Greg Smith, Joris Van den Bergh, Josh Brown, Maria Gatta, Megan
Robertson, Myke Van Dyke, Rocky Shwaz, Robert Mills, Scott Sexton, Severo Queiroz Jr. and Sven Neeus.

Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language,
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Thank you for downloading House of the Exorcist; we sincerely hope you enjoy it!

If you did, please consider leaving a review.

14
“But if there must be an end, let it be loud. Let it be bloody.
Better to burn than to wither away in the dark.”
- Mike Mignola, Hellboy, Vol. 6: Strange Places
Fell forces tore the House of the Exorcist from the very fabric of reality, causing it to forever drift
beyond time and space. When the stars align, the house finds its way back to the land of the
living, perching upon some lone hill, or lurking amidst a bleak, forgotten moor. Invariably, it then
attracts the lost and the damned, who flock like moths towards a midnight flame. Few dare cross
its threshold, and fewer still return from its harrowing halls with their body and soul intact.
Tonight, the stars are right. And the House of the Exorcist has emerged from the black beyond into
your very own world…

This humble document represents the fruit of a collaborative effort which allowed me to connect
with some incredibly talented, kind, and imaginative people. As a pure labour of love, The House
of the Exorcist is entirely free, and will remain so in perpetuity. My fellow writers and I sincerely
hope you will enjoy playing it.
Since the exorcist’s dread abode tends to mystically materialise in any dimension, time, or place it
is likely to attract unwitting victims (i.e. the player characters), the demoniacal dwelling can be
introduced in almost any RPG setting or campaign. The House of the Exorcist lends itself
particularly well to settings featuring dark or heroic fantasy, and even 1920’s pulp action or cosmic
horror settings.

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