TEXT:  
  1 
  The Witch 
  Shack 
  A weird horror adventure location for LotFP and other 
  weird games. 
   
   
  By 
  M.W. Hess & Friends 
  
   
  2 
  The Witch Shack 
  A weird horror adventure locale for LotFP and other weird games. 
   
  By  
  M.W. Hess & Friends 
  ©2020 
  MW00002 
   
  With a little help from my friends: Tim “Samwise Seven” Harper, Merrick 
  Hughes, Edgar Hess, Jason Hess, Dusty Mason, Robert Parker, Max 
  Roberts, Dan Saunders, & Leif Zimmerman. 
   
   
   
   
  18+ 
  Explicit  
  Content 
   
   
   
  This product is an independent production by M.W. Hess and is not 
  affiliated with Lamentations of the Flame Princess.  
  Lamentations of the Flame Princess is a registered trademark owned by 
  James Edward Raggi IV. 
   
  
   
  3 
  A Bad Place Where No One Goes 
   
  The Witch Shack is an adventure location that may be encountered 
  anywhere, in any patch of woods, across a lonely field, on the far 
  edge of some small town or village. It always appears as a rotting, 
  falling down wooden shack. Made of old gray boards, the roof is 
  collapsing and one side is already crumbled, allowing easy entrance.  
   
  It is always considered bad ground. No curious children play here, no 
  young lovers seeking privacy, no rambling vagabonds looking for 
  shelter. All kinds of ghost stories will be attributed to the Shack, 
  someone was murdered there and it’s haunted; a witch once lived 
  there and it’s cursed; etc.  
   
  The truth is the Shack is actually an extratemporal machine of some 
  sort, abandoned by some alien wizard long ago. It has deteriorated 
  over the ages and its wards are failing. It has created a pocket of 
  chaotic magical energies. Any who enter quickly realize it’s bigger on 
  the inside, a shifting maze of dingy hallways and rickety doors.  
   
  These chaotic energies have also created a time distortion, any time 
  someone finds their way out of the Shack they must roll on the Time 
  Flies table on page 13 to see how much time has passed while they 
  were inside. 
   
   
   
   
   
   
   
  
   
  4 
  Inside the Shack 
   
  The main room is sparse, with only a small wooden table, a chair and 
  a cold, crumbling fireplace. The roof sags heavily, the windows are 
  boarded up and the floor is covered in layers of ancient dust. 
   
  From the main room a hallway leads into the shadows. After about 
  20’ it branches left and right. After a character rounds a corner, no 
  matter which way they go, when they turn around the hallway will 
  have changed.  It’s a trap! A Search roll is now required to find the 
  way out. See: Escaping the Witch Shack on page 13. 
   
  The Rooms 
   
  The hallways lead to a maze of doors and rooms. Each time a 
  character opens a door roll 1d30 to see what’s in there. If the same 
  door is closed and then opened again later, a reroll is required. 
  Though it is possible to hold a door open, or destroy one completely. 
   
  1. A Corpse, someone from the local village who has recently went 
  missing.  
   
  2. Child’s Room full of creepy dolls. Life-like dolls line the shelves in 
  this room. When a character moves through the room the doll’s 
  heads will turn to follow them. There is a crib against the far wall. 
  Inside the crib is the mummified skeleton of a small infant-sized 
  animal. A Bushcraft roll will confirm it’s not human, but what it is, 
  is hard to say. 
   
   
   
  
   
  5 
  3. Your Own Childhood Fears. The characters see their own 
  bedroom or the home they grew up in. They re-experience 
  something bad that happened, something they feared as a child. 
  Make a save versus Magic or suffer a -2 to all attacks for 1d6 turns, 
  while the character struggles with deep-seated emotions of disquiet 
  and unease. 
   
  4. The Witch. There is indeed a witch in the witch shack. Her face is 
  that of the classic crone, wrinkled, with a hairy mole on her large 
  sagging nose. She has claws for hands and enjoys turning people into 
  frogs and eating them.  
  Witch: Armor 15, Move 120’, 7 Hit Dice, 24hp, claws 1d6, Morale 10. 
  Spells: Charm Person x2, Shield, Force of Forbidment x3, Army of One x2, 
  Polymorph Other 
   
  5. The Snake Man. In this room is a reptilian man with human arms, 
  a snake head and body, and a mouthful of razor sharp teeth. A ridge 
  runs down its head and back. Though a snake, its bite is not 
  poisonous. 
  Snake Man: Armor 16, Move slither 110’, 2 Hit Dice, 8hp, bite 1d6 and tail 
  1d4, Morale 11. It can attack with both its bite and tail in the same round. 
  Its bones are rubbery, blunt weapons do no damage. 
   
  6. The White Wolf. This room is cold and contains a huge dire wolf 
  covered in thick white fur.  
  White Wolf: Armor 14/16 icy coat, Move 130′, 3 Hit Dice, 18hp, bite 1d10, 
  Morale 8. The wolf’s body is so cold that it forms a solid layer of ice 
  around itself. Any cold attack does -1 damage per die and the first fire 
  based attack does no damage, but it does remove the ice. While the ice is 
  present, it has a +2 AC bonus. 
   
  
   
  6 
  7. Blood of My Blood. This room contains a vampire’s coffin. The 
  vampire will look like one of the characters loved ones, their mother, 
  sweetheart, a young sibling or their own child perhaps.  
  Vampire Kin: Armor 17, Move 110′, 4 Hit Dice, 15hp, bash 1d6, Morale 6. 
  Does double damage on a natural 20. 
   
  8. The Wolfling. A young boy of 8 or 9 years old is chained to the 
  wall. His face and body are covered in hair; he has a wolf snout and 
  sharp teeth. He is feral and will attack if let loose. If he is somehow 
  subdued without killing him, he will change back to normal, 
  knocking him unconscious will be sufficient. He does not suffer true 
  lycanthropy, it is merely an enchantment. He is from the local 
  village. 
  Wolf Boy: Armor 12, Move 120′, 1 Hit Dice, 4hp, bite 1d4, Morale 12.  
   
  9. Tools of the Ripper. This room seems to be an operating room, 
  with a couple of beds covered in blood-stained sheets. On a nearby 
  table is a black doctors’ bag, inside are bloody Surgeon’s Tools. If 
  used by a character, they suddenly become knowledgeable about 
  medicine and anatomy, as if they were a trained doctor of the highest 
  learning. They gain a 4 in 6 chance to restore 1d6hp to a wounded 
  person. They must also make a save versus Magic or be overcome 
  with a desire for murder. They must kill another human within 2d12 
  hours or they will kill themselves. The save must be rolled each time 
  the tools are used. 
   
   
   
   
   
  
   
  7 
  10. Taxidermist’s Workshop. A room full of stuffed animal heads. 
  They line the walls taking up every square inch of space. Left over 
  animal parts litter the floor in piles of mismatched specimens. The 
  air smells of preserving chemicals. As the party moves into the room 
  the glassy eyes that surround them seem to follow their every move. 
  Make a save versus Poison or fall unconscious from the toxic fumes 
  in this room. If everyone in the party passes out, they will wake to 
  find they have been moved to the next room, and are about to go 
  under the knife of the Taxidermist, see next entry. 
   
  11. The Taxidermist. This room is full of stuffed and sewn human 
  corpses, stitched together in unconceivable ways, dead eyes staring. 
  The sickening sweet smell of rot fills the air. You fully expect them 
  to animate and attack, but they do not. The threat here is the 
  Taxidermist himself. He shambles after the characters with his 
  infected serrated knife. 
  Taxidermist: Armor 17, Move 110’, 3 Hit Dice, 11hp, knife 1d6+poison, 
  Morale 9. Those cut by the knife must save versus Poison with a +1 bonus 
  or lose 1d4 Constitution. 
   
  12. Pile of Corpses. Corpses piled ten to twelve feet high, the freshest 
  ones on the outer layer. If one were to dig into the center of the pile, 
  there is 1d100 silver pieces in a sack. 
   
  13. The Engine Room. This room is dominated by an altar/console 
  with a glowing pentagram as a power source. Glowing, colored 
  buttons, dials, switches, cranks and levers cover nearly every surface 
  of this room. There is no real way for the characters to figure out the 
  true purpose of the Shack, or that it is malfunctioning, or how to fix 
  it. Therefore, anyone tampering with the controls must roll a save 
  versus Magic Device or add +1 to the Time Flies roll. 
  
   
  8 
  14. The Empty Tomb. 9 sarcophagi line the walls of this circular 
  room. All of them contain the mummified remains of dead witches, 
  except for one, which has been broken open from the inside. If the 
  stone coffins are broken open the spirits of the dead witches will rise 
  and attack. Each coffin contains 1d100 silver pieces, anything else has 
  rotted away. 
  Witch Spirits: Armor 13, Move 140’, 2 HD, 6hp, claw 1d8, Morale 8. 
  Mundane weapons do no damage. 
   
  15. A Fleshy Stump. A tree stump is growing out of the floorboards 
  in the middle of the room, almost as if the shack was built around it. 
  It is about 3 feet across, fleshy and glistening, pulsating occasionally. 
  It will begin to pulsate more rapidly as the party enters the room. It 
  will uproot itself and attack, as its fleshy roots become slimy 
  tentacles. 
  Stump: Armor 12, Move 90′, 2 Hit Dice, 10hp, 3 tentacles 1d8, Morale 11. 
  The stump can attack or grapple with up to 3 tentacles. It can sense 
  invisible creatures. Fire-based attacks do only half damage.  
   
  16. An Old Woman is in a rocking chair, her back to the door, 
  covered in a moth-eaten shawl. She is singing a lullaby. If 
  approached you can see she’s rocking a mummified baby. If touched 
  or spoken to she will suddenly attack, yelling “THE BABY’S 
  TRYING TO SLEEP!” 
  Wraith: Armor 12, Move 120′, 1 Hit Dice, 4hp, claw 1d4+ energy drain, 
  Morale 10. Victims of her claw attack lose a level. 
   
   
   
   
   
  
   
  9 
  17. Rusty Cages. Here is a large room like a barn loft, with cages 
  hanging from the rafters. The cages contain children, some healthy, 
  some starving. Some are dead, and of those some are dry skeletons. 
  There are 2d4 living children here. The cages are locked.  
   
  18. The Attic. A massive room, seemingly infinite, with a slanted 
  ceiling, draped in shadows and filled with… stuff. Old furniture 
  under sheets, dust covered chests, old toy boxes, coat racks, etc. 
  Characters might want to sort through all this junk looking for 
  valuables. If they do, the stuff forms together into an enormous junk 
  golem. If defeated characters can retrieve 1d100x3 silver pieces worth 
  of… stuff. All items are encumbering and a lot of them are oversized. 
  Junk Golem: Armor 20, Move 120′, 6 Hit Dice, 30hp, 2 claws 1d10, Morale 
  8. The golem has darkvision, can attack twice in one round, and can 
  generate 4 mirror images of itself. It takes double damage from fire.  
   
  19. The Cellar. A root cellar filled with barrels and shelves of rotten 
  canned goods. With a Search roll one can find a hidden stair in the 
  darkest corner of the cellar behind some old crates. It leads up into an 
  entirely different house. A gingerbread house. This house has 2 
  children, a boy and a girl, in a cage with cookie crumbs all over them. 
  There is also an old hag, a giant of a woman, her green skin, bulging 
  and pulsating. She will be furious at unexpected visitors. 
  Hag: Armor 12, Move 120′, 4 Hit Dice, 13hp, bite 1d8, snake arm 1d6+ 
  poison, Morale 8. Those bitten by the snake arm must save versus Poison 
  or die. The arm can be cut off with a called shot at -4 to hit or a natural 20. 
   
   
   
   
  
   
  10 
  20. A Place of Rest. This is a cozy room with a working fireplace, 
  bearskin rug, a comfortable chair. There’s food and fresh water, just 
  enough for the whole party for one night. Seems like a safe enough 
  place to rest. Anyone deciding to rest here must make a save versus 
  Magic. On a success everything is as it seems, on a failure, go to the 
  next entry. If one party member fails, they all fail. 
   
  21. A Place of Unrest. This is a cozy room with a working fireplace, 
  bearskin rug, a comfortable chair. There’s food and fresh water, just 
  enough for the whole party for one night. Seems like a safe enough 
  place to rest. The chair is a mantrap and will go off when someone 
  sits in it, save versus Paralyze or take 1d8 damage, requires a 
  Strength check to release the victim. At that point the bearskin rug 
  comes to life and attacks.  
  Animated Bearskin Rug: Armor 14, Move 60’, 3 HD, 12hp, bite 1d4, claw 
  1d6, Morale 6. 
   
  22. Silly Rabbit. A man in a homemade, pink rabbit suit is hunched 
  over a dead body, nibbling furiously at something. When the 
  characters enter he will offer them “a sweet treat” and hold out a 
  human finger. If they refuse, he will become angry. 
  Bunny Man: Armor 12, Move 120′, 1 Hit Dice, 3hp, unarmed 1d2, Morale 
  6. Anyone hit by the bunny man must make a save versus Paralyze or be 
  unable to move for 3d4 turns. 
   
  23. Limitlessness. This door opens on the infinite void of space. Make 
  a save versus Magic Device or fall into the endless void. The 
  character is gone, they might not be dead, maybe they end up in 
  another world, but they are gone from this campaign. 
   
   
  
   
  11 
  24. Chimera. A large creature covered in thick shaggy fur is in this 
  room. It has the head of a lion with the horns of a bull, and the teeth 
  of a shark. It will not attack first, instead giving a warning roar. If it 
  is attacked it will fight with its large fists, only using its sharp teeth 
  as a last resort.  
  Chimera: Armor 17, Move 120′, 4 Hit Dice, 19hp, bash 1d6, bite 1d8+ 
  1/round, Morale 9. Victims of a bite attack suffer an additional 1hp of 
  damage per round for 1d4 rounds, as the teeth have broken off and are now 
  embedded in the victim. 
   
  25. The Green Room. The door to this room is moist and mushy with 
  rot. It opens on a virtual greenhouse. All manner of plants and fungi 
  grow here. There is food and a well with clean water. All is well. 
  Seems like a safe enough place to rest. Once the characters get 
  settled, and before they fall fully asleep, they will begin to hear a 
  rhythmic wet slapping sound emerging from the well. It’s nothing. 
  Really. But it might be enough to make paranoid characters move 
  along.  
   
  26. The Library. This room is filled with shelves and alcoves stuffed 
  with books and scrolls. Every nook and cranny is crammed with 
  knowledge. Rare tomes and works lost to the ages, all the greatest 
  works from the greatest minds. A Magic-User will recognize this as 
  the Lost Library of Alexandria. What an extraordinary find!  
  Except all the books and scrolls are mimics that attack when one 
  attempts to read them.  
  Mimic: Armor 14, Move 10′, 4 Hit Dice, 13hp, tongue 1d6, 10’ range, 
  Morale 10. 
   
   
   
  
   
  12 
  27. A Bloody Good Time. In this room the characters will see two 
  silhouettes behind a shear curtain, that of a man and woman. They 
  don’t move and will not respond if called to. Pulling back the cover 
  reveals two nude mannequins. The male has what seems to be a steel 
  shaft hanging from between its legs and a gaping hole of encircling 
  razors where an asshole should be. The female has the same razor 
  lined rectum, but instead of a vagina there is a mass of thin tentacles 
  6 to 9 inches in length with razor tips, the nipples of the breasts are 
  encircled with thorns. In the corner there is a book on a nightstand. 
  The book is conveniently in the language of whoever is reading it. It 
  has an incantation that brings these mannequins to life. One need 
  not believe. One need not speak. One needs only to read these words, 
  even silently, to initiate the most unimaginable, gruesome and 
  violent threesome known to man. A character who plainly states 
  they are going to read the book gets no save, but someone who just 
  glances at it may make a save versus Magic Device, or read it 
  anyway as their eyes are drawn to the words. When the mannequins 
  come to life they will converge on the reader of the book, intent on 
  starting the orgy. 
  Animated Sex Dolls: Armor 15, Move 120′, 2 Hit Dice, 12hp, razor shaft 
  1d8, or vagintacles 1d8, Morale 10. 
   
  28. The Moth Room. Each wall of this room is decorated with a giant 
  moth made from human bones. The moths have rare gems 
  beautifully worked into the pattern of their wings. When the 
  characters enter this room they must save versus Magic or become 
  transfixed on the moths and begin turning into hybrid humanoid 
  mothlings. They must save each round until a success is made at 
  which point the transformation ceases and they can flee the room. 
  Each round they fail the save, they turn 1/6th more into a moth. If 6 
  saves are failed, they turn completely into a giant mothman.  
  
   
  13 
  29. Web of Flesh. This room is massive with a deep crevasse 
  bisecting the room. The crevasse is spanned by, what looks like an 
  enormous spider web made of flayed human corpses. A cursed child 
  stalks the web as if he had Spider Climb, as the characters enter they 
  see the boy vomit on a chunk of meat and then slurp it up as it 
  dissolves. The child also has mandibles and four extra appendages 
  hanging from his sides, limp and useless things. The only way across 
  the crevasse is to navigate the web of flesh. Anyone attempting to 
  cross will be set upon by the spider child. If fighting on the web, 
  characters must make a save versus Paralyze or fall to their doom. A 
  Remove Curse spell could return the boy to normal. He, too, is from 
  the nearby village. 
  Spider Boy: Armor 14, Move wall crawling 140′, 4 Hit Dice, 21hp, bite 
  1d8+poison, vomit 1d6 acid damage, Morale 12. Those bitten by the child 
  must save versus Poison with a +2 bonus or die instantly. 
   
  30. Easy Money. This room is empty except for a single corpse in the 
  corner with a large, bulging coin purse on its belt. If a character 
  succeeds at a Sleight of Hand roll, they can retrieve the coin purse 
  with no trouble. If they fail, or just go over and take it, 1d100 black 
  widow spiders come pouring out of the corpses' mouth and nose. The 
  pouch holds 1d1000 copper coins. 
  Black Widows: Armor 12, Move 30’, 0 Hit Dice, 1hp, bite 1+poison, 
  Morale 6. Those bitten by a spider must make a save versus Poison or lose 
  an additional 1d4 hit points. 
   
   
   
   
   
   
  
   
  14 
  Escaping the Witch Shack 
   
  If the characters try to head back the way they came, they can only 
  find the entrance on a successful Search roll. Time flew while they 
  were inside the Shack, roll 1d6+1 for every failed Search roll. 
   
  Note: any children rescued from the Shack are also subject to the 
  time distortion effects. They may have gone missing years ago and 
  may have no home to return to in the current time. 
   
  Time Flies 1d6+ 
  1 
  1d20 hours have passed 
  2 
  1d3 days have passed 
  3 
  1d6 days have passed 
  4 
  1d6 months have passed 
  5 
  1d6 years have passed 
  6 
  1d10 years have passed 
  7 
  1d20 years have passed 
  8 
  1d100 years have passed 
  9 
  Hundreds of years have passed. The characters exit the Shack 
  in the future of your game world. If you’re playing in the 17th 
  century, they exit in the year 2000 AD. The Shack appears the 
  same, still in a wooded area, near a field. The sound of 
  lawnmowers and kids yelling can be heard in the distance. 
  10+ Hopelessly Lost. You are lost forever, doomed to wander the 
  rickety hallways of the Witch Shack until you starve or are 
  killed by one of its denizens.  
   
   
   
   
  End 
  
   
  15 
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