WITCH’S HUT

Tier 2 Exploration
A rustic, windowless hut sitting atop two huge chicken legs.
Impulses: Creep them out, delay them until the witch’s return, lock them inside, move to a different location, tempt them with magical oddities

Difficulty: 14
Potential Adversaries: Chicken-Foot Hut , Enchanted Defenses ( Gargoyle, Ravenous Mockery, Scarecrow ), Valdenhax , The Witch’s Victims ( Jack-o’-Lanterns, Redcap Biters )

FEATURES

Bigger on the Inside - Passive: Though the hut’s exterior is a rustic single-room cottage, the interior is an ever-shifting estate of haunting splendor replete with numerous bedrooms, libraries, and indoor gardens, among other mysterious installations.

Is there any pattern to the way the hut rearranges itself? What is the most surprising location the PCs could find here?

Creepy Doll Collection - Passive: Countdown (5). Throughout the hut, the PCs can see many, many porcelain or wooden dolls with strangely lifelike eyes. When the party first enters a doll’s line of sight, activate the countdown. It ticks down when a PC fails a roll or rolls with Fear. When it triggers, the dolls come to life and attack. Summon a number of living dolls (Redcap Biters) equal to twice the number of PCs.

Who were these dolls before? Is there any way to free them from their imprisonment?

Witches’ Brew - Passive: The hut contains a workshop with every tool or component a witch could need, including a large iron cauldron set atop a smoldering fire. A PC who wants to use the workshop can make a Spellcast Roll to craft a magic potion or poison from the Consumables table.

  • Any Failure: The experiment blows up in their face—literally.

The PC takes 2d10+2 magic damage.

  • Any Success: The PC rolls a number of d12s equal to 1 + their tier, adds the results together, and gains the consumable that matches that value on the Consumables table. If they critically succeeded, they can reroll any d12s showing a result of 1.

    What sorts of concoctions does the witch who owns this hut specialize in? What would the witch do if they found the PCs using their things?

Dislocated - Reaction: Time moves differently inside the Witch’s Hut. When the door to the hut is closed, roll a d6 . On a result of 4 or higher, the hut moves to a different—often impossibly far–location that’s only revealed to the PCs when they open the hut’s door again.

Why does the hut move so often? Where does it wish to bring the PCs? Is there any way to aim it at a specific location?