See that? It is a Dionaea hut. First of all, anyone with magical mojo sensing can tell that this house is evil. Even people WITHOUT magical mojo sensing can get chills down their spine! It's just that bad.
Interior layout of the hut is simple = sitting room, kitchen, two bedrooms, bathroom, and two doors. One leads to the basement, which is dark, creepy, and full of junk. The other one is bolted shut. DON'T OPEN IT. DON'T EVEN TRY TO OPEN IT...or do. (fyi it's instant death if you open it. WHICH IS WHY IT'S BOLTED. If you go in the door the house will eat you and you will be dead.) The house itself can shift, but not to the degree that the haunted house did. Opening a door will not lead to a hospital hallway, a cathedral, etc. A bedroom will still be a bedroom, but maybe with some mindfucky traits. (this bedroom looks like my tragically murdered parent's bedroom! it's covered in blood! OH THE CHARACTER TRAUMA). Basically, the rooms have the potential to be really, really trippy in any way you want, but they can't go outside of their structural boundaries. Have fun with that.
If the house makes a tasty snack of your character, they're back to life the next day, but they'll be weird. Maybe trying to get other people to go into the house? But they'll forget aaaaall about that and what made them act that way by the time the plot is over.
The house also has a lot of strange smells. Not the most important of things, but like--anywhere from fresh bakeries to fresh blood. Also, if you cut the house, it bleeds because it wish you no cut it so bad--j/k but yes it does bleed this weird black blood. And it gets pissed if you cut it. Like, let's shut every possible escape route and eat you pissed. (it still is possible to escape if you do that, though!)
There could be a crawlspace door in the basement that leads to
underground tunnels, so if you go there, you're out of house territory. Which is kind of lucky.
But even if you leave this hut, there can be...really negative after effects. This hut wants you to come back. It'll try baiting your character to come back. For instance, walking home one day far away from the original hut--HEY WHERE THE FUCK DID THAT OTHER HUT COME FROM AND WHY DOES IT LOOK JUST LIKE IT. It can up your character's paranoia, and so on.
Canonly, your character may a) start repeating phrases. b) Have an open sore on the back of their neck. This is where the 'string' of the house is attached to your character. c) they may also become unusually strong or weak.
Or it could, just. Not affect your character at all. Like I said, effects/after effects are totally up to you. The hut will disappear after a while. Vaguely 'a while' just so people have time to do whatever they want with it. I guess you can has serious plot? Or not serious at all, but have fun playing around with it.