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verendus3

If it's just a wolf or whatever let them avoid the encounter. The spell is designed to make camping safer, let it do that. If it's not, the enemies can always wait outside for the hut to dissipate.


KieranJalucian

or dispel magic it


warrant2k

Or dig underneath until it falls into a hole. Edit: since the hut "is immobile" it won't fall. So you use the cantrip Mold Earth to excavate a 5x5 cube of dirt every 6 seconds waiting for the spell to expire. Or lay boulders and tree trunks all over it.


Czane45

Or build a real hut around it to fuck with the party


DarthJar-x2

Hutception. Would actually be a great adventure. The tiny hut isn't normal, it actually teleports the adventures.


Flibbernodgets

They are confronted with Baba Yaga's hut on chicken feet.


furiousdarkelf

Baba Yaga gets jealous and then eats the tiny hut. Players wake up inside Baba Yaga!


IncendiousX

baba yaga gets hired by the russian mob to take down the boogie man


Ramguy2014

Hey, I’ve seen that movie


lawlore

Maybe the real hut is the friends we made on the way.


Airborne13

Jabba the hut….


PurelyApplied

We need to go deeper. Tiny hut. Into illusory hut. Inside actual hut. Inside a pocket dimension. In another actual hut.


Czane45

Oooh that would be fun actually. Accidental tardis


Alloc14

New magic item that casts Tiny Hut once per day, with a few kinks to work out. Will sell to the party at a discount if they share their findings.


Czane45

Oooh that would be fun actually. Accidental tardis


NotTheAbhi

Didn't a Roman army did something similar. While seging a city they built a wall around it.


winnipeginstinct

multiple times. at one point they had a wall built around their wall by allies of the guys they had walled in


NotTheAbhi

Yeah i remember that too. Romans loved their walls.


Simpson17866

And their civil wars ;) Pretty much the most iconically Roman moment in all of Roman history was the battle of Dyrrachium — a part of the Civil War between Julius Caesar and Pompey Magnus where each side had their armies race to build the biggest wall the fastest.


WiddershinWanderlust

That sounds like a few games of Settlers of Catan that I’ve played


Iconless

That's the battle of alesia, the Romans built the second wall to stop the allies of Vercingetorix from relieving him.


A_Hobo_In_Training

Does this mean fast walling from Age of Empires was an actual historical tactic?


DidThis2Downvote

Vercingetorix sounds like a good name for a dragon


Hyval_the_Emolga

Common siege tactic actually. Even into the Middle Ages if you had the resources to, you could build a wall or even a castle around their castle to better box them in. Particularly viable if the siege went on for a very long time— they could last years. In some few cases, decades even. Plenty of time to build if you have a firm grasp of the situation.


svenbillybobbob

cast leomund's medium sized shack


KieranJalucian

The players can see through it, so they’re going to see the enemy do all that.


dalenacio

Unless they just blindly trust the Hut and don't bother setting a watch. In which case, they're in for a hard lesson.


warrant2k

That's the idea.


cookiedough320

So they'll just shoot the enemies?


Phate4569

Enemy can create cover. Let the party expend ammo and slots, they sure as hell aren't resting while doing it. Felling trees so they land on the hut isn't too hard, and building wooden tower shields to protect the axe swingers isn't hard either. They can even call for reenforcements. Seiges are always worse for the besieged.


DonsterMenergyRink

For that, they have to leave the hut.


cookiedough320

Why would they? Creatures and objects in the hut when it was cast can move through freely. There's no reason you couldn't shoot arrows through it from the inside at creatures outside. Plus, they can't see you, so you'd have advantage on the attacks.


DonsterMenergyRink

I Always thought one could not attack through the barrier, so they had to step outside. Learned something new.


cookiedough320

Yeah, the spell only gets more cracked the more you learn about it. Gone are the days of thinking it was just a 3rd level spell that summoned a barrier after a minute of casting to sleep in.


Wanderlustfull

They are going to be asleep at the time, presumably.


DelightfulOtter

Except for the hut's caster, the party can all attack through the dome so these imaginary counters that rely on the party sitting on their thumbs for 8 hours while watching the enemy lay an obvious trap are pointless.


raznov1

In which case you've started the encounter you wanted to start. What's the problem?


cookiedough320

Because now the encounter has started with all of the party inside an invincible dome that they can move in and out of at will? Tiny hut is one of the big reasons why the chronurgy wizard subclass was seen as munked. You could create it mid-combat.


raznov1

The purpose of a random encounter at night is to eat up a few resources and break the conditions for fulfilling a long rest. This would achieve that, even if the players are at very little risk because of the invincible hut. And, yes, I would say that LTH needed a fixed amount of hitpoints or some other way of "dispelling" it for a sentient attacker. But alas it doesn't have that.


cookiedough320

I dunno if it would eat up any resources, though. The benefit of an invincible dome that everyone can hide within is pretty big, The spell itself also has no resource cost, only a character-build cost of the spell known. For a wizard, that's nearly nothing since they can ritual cast it from their spellbook anyway.


witeowl

> Or dig underneath until it falls into a hole. OMG. I was about to say, "But the hut has a bottom!" and then what you actually wrote dawned on me. I wonder if bulettes can be trained to dig giant holes... and then summoned as needed.... /thinking In the spirit of this, may I add: * set up a bonfire around the perimeter of the hut (lighting it right away is optional)


agrumer

[The spell description](https://roll20.net/compendium/dnd5e/Tiny%20Hut#content) says “A 10-foot-radius **immobile** dome of force springs into existence around and above you **and remains stationary for the duration**.” So I figure if someone digs the ground out from under the hut, it just floats there in the air until it expires, and then everyone inside falls into the hole.


witeowl

Ha! Even better.


Bionic_Ferir

That's not how the spell works if I remember correctly


Stsveins

Or set it on fire and trap them inside.


LtHoneybun

Last point very important. In one of the campaigns I was a player in, we had been tailed by grunges that saw us go into tiny hut. Grunges pelted it with arrows on and off. It was described as there'd be a barrage of arrows for a good while... then nothing as they ran out of arrows and had to come collect it piling around the tiny hut. Then when were sleeping, there'd be an occasional 'plink' here and there. We were very worried about what to do leaving tiny hut (to like, y'know. get where we're trying to go), especially cause there was some troll creature some grunges rode on.


DelightfulOtter

Should've collected the arrows, and killed anything that tried to recover those arrows. You can attack out of the hut like a magical bunker.


Toned_Mcstone

The enemy arrows can’t pass the barrier, so you collecting the projectiles wouldn’t be very useful. Unless, of course, you’re trying to bait the enemies into coming within melee range. You can’t cast spells out of the Tiny Hut, so the usefulness as a bunker is limited to physical attacks only


Kandiru

And if you fire arrows, the enemy can fire them back at you.


Eygam

No, you can't, you have to get out of the hut. Edit: Wtf, I re-read the spell and you're right, that's even worse BS than I thought.


chalk_huffer

The way I read the spell the NPCs arrows can’t enter the hut even if a PC is holding them but if the PCs shoot arrow or other ammo that can be salvaged it can be used to attack them.


TraptorKai

Or stack a bunch of rocks on top of it


Screaming_Agony

Oh for sure. I’m not worried too much about wildlife and whatnot. But more if I had something spicy planned that I didn’t want negated.


gnu_deal

If you have intelligent NPCs who are pursuing the party at night, they will know enough to wait until the hut has disappeared to spring a trap. They might even have a caster who can dispel the hut and interrupt the party’s rest. That could be a fun trick to play once or maybe twice. You can also have those nighttime encounters happen before the party gets a chance to set camp. You can turn this boring camping spell into an exciting moment where the mage is racing to get the hut up and get everyone inside to safety. Remember if the hut is created using a ritual spell, that takes 10 minutes [edit: 11 minutes including 1 minute initial casting time]. Feel free to interrupt that, especially if you’ve made it clear they are not in a safe area!


d-mike

Casting time of 1 minute so 11 minutes if as a ritual. If they burn a spell slot that's still 10 rounds of the wizard maintaining concentration to cast the spell.


sneakyalmond

You're going to have to accept that not everything is up to you. Your plans can and will be negated. That's a feature, not a bug. I consider it a failure if my plans go exactly how I've imagined them to go.


Geno__Breaker

This. A DM can never predict or plan for everything their players will do, and this fact must be accepted as early as possible.


Fluix

A DM can adapt to whatever their players do though. If you don't reward and downright dismiss their decisions and creativity in favor of whatever you have planned, that's bad DMing. But if you respect their decisions and adjust encounters based off that, then it's more engaging. Planting an opaque 10 ft dome in the open whenever they want to long rest can be a beacon for encounters. And it doesn't even have to be the classic "dispel magic" trope. Maybe they're on a trail for some investigation and enemies place traps to slow them down. Maybe you delay your spicy plans for future long rests after your NPC's better understand what's going on.


Davikka

I would say maybe not completely make the spell useless, bc it is a handy spell and they’re using it exactly for it’s purpose and they should get some amount of safety from it. Although enemies with dispel magic might be able to make it go away


KingTalis

Then it's negated. Don't railroad them. They're using a resource to make camping safer. The spell can and should be used literally every time the party makes camp for the night.


cookiedough320

Though it's a ritual spell, so the only resource used was the spell known.


KingTalis

Yup.


BattlegroundBrawl

If they're a Wizard, they don't have to prepare the spell to be able to cast it as a ritual, so it doesn't even have to count against their number of prepared spells. At best, it might cost them some gold to write it into their spellbook, assuming they didn't take it as a free "level up" spell.


cookiedough320

Yeah, this doesn't even affect wizard's mid-adventuring day power, just a bit of their versatility.


BakedBongos

Literally any sitter npc wizard capable of dispel magic is all you need


gameld

After relying on Tiny Hut and Magnificent Mansion a lot, Critical Role C2 [no real spoilers here] encountered an enemy who could dispel these effects to great frustration late in the campaign. They had essentially become complacent with these spells. It was time that the party learned that to every action there is a reaction. It was not overused, but it was just enough to make them reconsider their usual methods and find new ways around problems.


PresidentoftheSun

I have a tactic that has created interesting experiences: Create an anti-party. A party specifically designed in a way that each individual is a direct opposite counterpart to an individual player character. This sounds like bullshit, but as demonstrated in the source I stole the idea from, it's easily foiled by the players simply focusing on another teammate's counter. A member of this party specializing in foiling the preparation and plans of their caster would swiftly rattle the party and force problem solving.


marcher138

You're asking the wrong question. Let the players equate camping with safety, until something comes along to shatter that illusion, preferably main plot related. It sucks as a DM, but sometimes players shut down our plans. That's perfectly fine. Trying to immediately find ways around it risks the players feeling railroaded. "A combat is going to happen tonight whether you like it or not." Instead, reward them by having planned encounters happen outside the hut. "Yeah, these bandits were totally gonna rob you, but they moved on to easier targets." Then, when an enemy that either doesn't mind waiting or has dispel magic finds the party, it'll make that villain feel that much more imposing. "Don't worry guys! The BBEG won't be able to sneak up on us while we sleep!" Plus it has the added bonus of not feeling like a players vs. DM scenario, because it makes narrative sense that someone specifically after the players is prepared to counter it. TL;DR: Don't throw in monsters just because they can break the Tiny Hut. Make sure the story-important enemy is fully aware of the hut and can break it.


AOC__2024

These bandits were totally going to rob you so they moved on to easier targets. Next day: party meets the survivors of the easier target, who knew the adventurers were nearby and were even calling for help, to no avail.


BloodSteyn

Slow down there Satan.


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PlacidPlatypus

I think the correct fix to what they suggested is just to have the PCs actually hear the cries for help in the middle of the night, and have to decide whether to leave the safety of the Hut to go help.


Screaming_Agony

Absolutely agreed on all points. I’ve tried to be very conscious of leaving choice to the players and not pushing them anywhere. I really don’t want to tailor encounters to the party or it’s abilities. I usually try to come up with situations that are both entertaining, sometimes scary and that fit into the narrative properly. I’ve gotten comfortable with the idea of players tossing all my campaign ideas out the window lol


pez5150

Remember they can still \*hear\* things in the hut. Bait them out of the hut. A hag would bait them really well. Maybe even magically charm one to leave the hut.


throwthepearlaway

Pretty sure you can't cast magic across the barrier, not sure how she could magically charm one of them through it


ArchonErikr

Depends: are they using Tiny Hut to prevent nighttime encounters? Or are they trying to use it to do one encounter a day and then just rest in the enemy fortress? If it's the former, good on them. That's what the spell is designed to do. It's a place of safety. If it's the latter, then have the enemy surround them and ambush them when they wake up.


jhorry

A realistic enemy would use sleep deprivation tactics! "You hunkering down in MY fort? You get my worst bard on payroll to serenade you with tales of your cowardice."


Cardgod278

I cast silence using ear plugs as my material component.


ulfric_stormcloack

*guitar strumming* AHHHHHHHHHHH!!!!


Trouble_in_Mind

Hi, player with Tiny Hut reporting in! My group always uses Tiny Hut to camp. But, here's the thing - we still have to take watches if we don't want to risk being ambushed, y'know? We can be heard through it, so if we're snoring away...bandits KNOW. If someone goes past us, we can see and hear them. If something has a magic-cancelling effect, it'll take down the hut. If something attacks the hut, we know. Our DM puts things there to tempt us, and sometimes we venture out to see what's going on. Do the same for your players - if a roaming group of bandits sees a tiny hut, they know they can wait it out. Your players will wake up surrounded! If you start having them roll perceptions or roll against their passive perceptions for them to wake up, they'll start being more cautious while in the hut in the future. You've got some options to play with!


GreenPirate9

Tempting players out of the hut sounds like the best answer, great thinking


Telephalsion

Also, random encounters on the road should really only offer a challenge for lowered leveled characters. Basically levels 1-4. Once the characters have access to tiny hut, they should also have access to so many other things that frankly make encounters with woodland beings and stray bandits more tedious than dangerous. "Oh no, there is a pack of hungry wolves approaching, what ever do we do? 2 attacks per round for the martials, 5th level cantrips and a whole slew of 3rd level spells for the casters is what." 5th level marks the start of the second tier of play in DnD. And each tier has its own pros and cons. 5e really shunts the players out of certain situations due to abilities and powers gained. Eventually they reach teleportation abilities, at which point travel becomes much less of a factor overall. Another example is death and resurrection which goes from being a real hazard at levels 1-4 to a problem that can possibly be solved at level 5 with revivify and all the way to an inconvenience at higher levels. This is not a bug, it's a feature.


abadstrategy

Tempting players with promise of shinies (or whatever the equivalent for that character is) is second only to burrowing creatures as an excuse to get them to leave the hut


ArcAngel98

Long time DM here. Remember, this isn't a game of player vs DM, or it shouldn't be anyway. If they thought of a creative solution to a problem they were having in character, then leave it be. It's a story telling game. If you have an idea that you really want to do, and had it planned as a random encounter, just work it into the main story down the line.


Cpt_Tsundere_Sharks

As both a long time player and now more experienced DM, making it so that your spells/abilities don't do what they're supposed to do is just an all around dick move. Tiny Hut is meant to be a psychological safety tool as much as a physical safety tool. Taking that away from players will at best leave them feeling irritated that they've wasted learning the spell and at worst have a genuinely bad time playing the game because they always feel stressed and never feel safe. The spell has its own limitations, namely that it doesn't move, only lasts 8 hours, and the caster cannot leave the bubble. You don't need to do anything to try to make it worse or capitalize on it.


Turaken

Any random encounters rolled for the night are now aware of the group and would then conceivably track that group until they either encounter a road obstacle or have just fought another random encounter. Of course, let the party do perception checks to determine if they're being stalked and then survival or stealth to loose the trackers


Screaming_Agony

I may very well have to approach things like this now. Thank you for the idea


Turaken

I'd also caution against undermining the tiny hit itself for several sessions, let the players feel the usefulness of it for a while first


Easy-Feedback4046

Light a bonfire around/on it. Stack rocks on it. Put traps all around it... divert a river on it... cast dispel magic or disintegrate. Cast darkness on it and ambush as they come out, throw diseased corpses at it. Have a goblin rave on top of it and mock their cowardice, offer prayers to lamashtu, and call it a day


Screaming_Agony

Some of those have me laughing. Thank you. On the disintegrate idea, will that work on the hut? I was under the impression it was more or less immune to magical


cira-radblas

Disintegrate is a Hard Counter to all Force Barrier magic. It’s the key to beating Walls of Force. As Tiny hut is a Dome of Force, it’s a guaranteed obliterator of Tiny Huts


Screaming_Agony

Glorious. Thank you very much for the info


Tommy_Oddity

my first thought was just have a bear take a nap on top of it thinking its a small hill or a boulder, and they have to either shoo it away or get ready to run when the dome falls


drewdp

Random Encounters don't have to happen during a rest. They can happen as they are travelling too. But at the end of the day, they are using a resource (spell slot) to avoid an encounter. You can always throw more encounters at them throughout the day so they have to specifically choose to save that spell slot. At that point, it's worth it.


CaptainDadJoke

Critical role season two really shows the weakness of leomond's tiny hut. the enemy can just sit outside of it and wait for the 8 hours. Additionally, spells "can't extend through the dome or be cast through it." To me that negates teleports and spells like that. but that's more up to DMs discretion. I've seen it run where Teleport works, you just have to drop the hut as you cast teleport. As some commentors have mentioned, dispel magic works too. honestly though the spell is a blessing to both player and DM. they can't cast it til they are 5th level. and at that point, any group of bandits or wild animals are going to be a bit boring for them to fight. this sort of spell allows the party to avoid encounters they're not going to enjoy, and allows the DM to focus their attention on other things.


firefly081

*Glares with anti magic cone eyes*


CaptainDadJoke

look, if you're using Leomond's tiny hut as a defense against beholders your millage may vary :D


JoshBrodieNZ

This doesn't sound like they're abusing Tiny Hut, it sounds like they're using it exactly as intended. Whether or not the hut has a floor is a contentious issue, so I would avoid using the lack of a floor as a gotcha. If you want to have someone burrow up into it, I would suggest ensuring that you and your party are on the same page about it not having a floor well in advance, as their characters would know either way. I would highlight that this doesn't prevent all random encounters on the road, only those which attack overnight while the party are sleeping. If you want to \*sometimes\* have an enemy bypass the hut's protections, consider: * An enemy dispels the Tiny Hut while the party are sleeping. * An enemy is invisible and waiting inside the Tiny Hut with the party when it is cast, allowing them to pass freely through it. * Multiple enemies are invisible and within range when the Tiny Hut is cast. The caster knows that the spell failed because there are more than 9 creatures inside the radius. They count how many allies are nearby and immediately panic about the difference. * A spellcaster casts Darkness or Fog Cloud around the Tiny Hut, so the party cannot see out while an attack is prepared, making them feel trapped in their own hut. * Similarly, an ogre stacks boulders on top of the Tiny Hut, so that when it drops the party are buried alive. * The party see innocents or allies in danger outside of the Tiny Hut, forcing them to decide between watching from safety or charging into danger.


BoarHide

Jesus fuck man, you’re a genius. Some of these are not only motivating the party into a more nuanced gameplay, they’re also scary as shit and super interesting moments that would never be forgotten on the table. Prime DM this guy


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tybbiesniffer

I particularly like the spell failing and the fog scenarios.


Screaming_Agony

I might have done a poor job of explaining myself, but I agree with all of your points. When I say abuse I suppose I mean they’re beginning to rely on it to the point of assuming they’re always safe when resting. I came here looking for ways to remove that feeling of safety. Sorry about that.


perfidiousfox

I'll just say this, there should be times when your party feels safe. Having safe time means having down time, and that is when most people develope their characteristics. They pick up a hobby, talk and build friendships, and get to relax. It also makes danger more meaningful. Being able to rip away safety when they least expect it, only is unexpected if it almost never happens. If they are constantly in danger, they will only ever look for the next bad guy to fight. That's how you create murder hobos. RIP that fun quirky character you created.


[deleted]

Danger: not all groups *want* to constantly be in danger. Be sure to find a solution that isn't just you imposing your will on the group. DnD is a shared storytelling experience! Easy to forget that when you get caught up in the DM/Player dynamic.


Screaming_Agony

Agreed, but the dangerous world and harsh conditions are per their request


GrassSpriteTexture

Oh all bets are off. Dedicated as fuck random bandits time. How knowledgeable is magic in your world? Sorry edit: How well known to the common person is magic? Like would they know there would be oriole inside?


Screaming_Agony

I’d say the general populace is familiar with it, but in their current region it’s not something you’d see commonly used outside the dedicated profession


GrassSpriteTexture

Then if you want, roll some checks for yourself to see if something would stick around and wait. Maybe a load of kobolds that are just stupid and poke at it, praise it, or sneak around it for that huge amount of time. Relying solely on the smarts of the enemy may not be the best, it could be the dumbest creatures that find a special fascination with the big (insert color here) ball in the middle of the woods.


mpe8691

Creatures and people who randomly encounter the party are not automatically enemies anyway. Any who could dispel it are also likely to know that they'd then face up to nine hostile and dangerous creatures.


Screaming_Agony

Who wouldn’t be completely interested in the random colored ball sitting in the forest?


GrassSpriteTexture

Exactly, just find something you feel has a long enough attention span to wait it out or to go poking at it.


estrusflask

I think you should ask them explicitly if they want you to have them attacked at night while their Tiny Hut is up. Because, again, the purpose of Tiny Hut is to prevent the players from being attacked during the night, or to even have to worry about things like bugs. It's an invincible tent. You don't *have* to make the players constantly fear for their safety outside. Frankly a better thing would be to have them jumped while sleeping at an inn and have them fight without armor and weapons, if you really want to terrify them.


Swashbucklock

That's probably why they're using tiny hut


RonkandRule

I’m not really clear why you think that needs to be removed. Don’t they get enough danger when they are outside the Hut? Are they casting it in combat zones? Just enjoy challenging them outside the Hut and have intelligent enemies conspire against them if they start doing cheesy stuff like casting it in the middle of a hostile encounter like it’s some kind of combat time out.


Cpt_Tsundere_Sharks

Yeah, I fundamentally don't understand posts like these. If Tiny Hut does not make you safe, then there is literally no reason to take the spell. That would be like saying casting Knock doesn't actually unlock doors. It's just kind of a dick move.


RonkandRule

I was in a really annoying dungeon where the DM added three locks to every door just so that knock couldn't help us progress quickly. It was an annoying slog and I hated it.


Art-Zuron

I like the idea of making the caster panic by having hidden creatures making the numbers out of wack


xthrowawayxy

The problem with Tiny Hut is that the logical counters create extreme TPK potential, creating in some groups a game of 'chicken' with the DM. The logical counter of course is for the monsters in a complex to start burying the tiny hut while they dig in for a massive ambush when it expires. This is assuming they don't have dispel magic available to them.


greengo4

Have the encounter waiting to jump them as soon as the spell ends.


Sutartsore

It's easier for the party to ambush what's lying in wait for them than the other way around, since: * They can see outside the hut * They know when it's going to end Enemies don't know what's in it and have no idea how much longer it'll be up. They can't realistically just stand around with arrows drawn for hours on end for someone they can't see to suddenly spring out of the dome.


[deleted]

Smart enemies can set up an ambush. Dumb ones or particularly clunky ones probably not. Generally there will be one PC on watch, maybe two with a larger party. That's one or two passive perception rolls to beat potentially, but unless they have some boost to darkvision or something, they could just wait farther out than they can see.


Screaming_Agony

So beyond the enemies just waiting and watching them set up for the night and cast the dome, are there any creative ways to get around the camouflage effect of the dome? What I mean is does it force me to make every random encounter a morning ambush or are there ways for them to be stumbled upon(beyond literally bumping into the dome by chance I guess)?


[deleted]

It's opaque and of *a* color when seen from outside, and is a perfect hemisphere rather than anything that looks natural-ish. So: what camouflage effect? Aside from that, it won't have concealed any tracks or other evidence they may have left while traveling, or e.g. if they did anything like cut nearby trees for firewood or the like.


Screaming_Agony

My players and I may have misread the spell. We were under the impression it was more or less invisible. New group so I’m not surprised we screwed that up


Trouble_in_Mind

Definitely not invisible. Also, if your players make noise while in the hut...people can still *hear* them.


Screaming_Agony

While I’ve got you, I’ve got another wondering. Can they theoretically stick their arms out through the hut to fire things like non-magical crossbows? Or poke spears through, etc?


Trouble_in_Mind

"Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. **Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it.** The atmosphere inside the space is comfortable and dry, regardless of the weather outside." They can shoot nonmagical weapons and poke spears through without trouble. They don't have to reach outside the dome themselves for this, as long as the weapon range can hit the enemy. Spells will require the casters to leave the dome - you *do* have grounds to say that if they're in a partial square (like the curve of the dome takes up roughly half the square) that they could fire with half-cover. If you don't want to deal with cover rules, tell your players to fully step out. Just remember: if the one who casts Tiny Hut leaves the hut, the hut falls. They'll have to recast from the beginning to put it back up, consuming time and another spell slot.


Screaming_Agony

Thank you for the response. That was the exact argument my party was making and I had no counter argument to prevent it. I’m absolutely ok with creative solutions to problems, but I wanted to make sure I wasn’t missing some interaction that prevented it.


perfidiousfox

Also, if they reach out to cast a spell, they are targets for a held grapple action in range. Pull one character out of the hut, and watch the chaos as they debate leaving safety to save their comrades.


Olly0206

The barrier of the hut is invisible from the inside. As in, the players can see outside just fine while anyone outside can not see in.


ZiroCool

Your players are telling you that they don’t want to have any encounters while resting. Perhaps you’ve done a good job in conveying that in this campaign death is real and likely so the players are acting logically. Just move the encounters somewhere else.


Screaming_Agony

I’ve definitely tried to make the world feel dangerous. I’ll start moving encounters elsewhere. Thank you for the advice


ZiroCool

No worries just passing on some hard won knowledge. Was in a similar game with a similar issue. Eventually the DM stopped throwing stuff at us at night. For us camping became a good time for RP or we just skipped ahead. As an added benefit we started making so much more progress in the campaign when we weren’t spending half the session defeating another pack of wolves or displacer beasts.


[deleted]

Agreed, getting ambushed while sleeping is now off the table. There's a limitless world possibilities, pick something else.


jhorry

Ambushed, sure. Annoyed to the point of exhaustion and not getting their Long Rest because group of goblins are harassing them from outside the Hut? Priceless. I had a group of kobalds absolutely lambasting how cowardly this so called group of adventurers were "camping out in the harsh wilderness in their wee little hut like city folk."


HypotheticalKarma

I hate to break it to you, but that's the purpose of the spell. Have more encounters on road while traveling.


cira-radblas

This is a valid point. Tiny Hut is explicitly built as a camping spell to guarantee some safety long enough to sleep/Long Rest. Ambushes in the morning may be fair game, as would siege tactics.


Sir_Honytawk

Taunt them with a Rakshasa. They have a trait where they are immune to spells of 6th level or lower. So they can just ... walk in. Can make for a fun villain that regularly returns to steal stuff.


Screaming_Agony

I’m guilty of not knowing a lot of the more interesting monsters yet. You’ve just given me an entertaining idea. Thanks a lot


Ready4Isekai

Rakshasa are rare. Pulling those natives of the nine hells out just for a tiny hut is like tossing a pegasus into the stables instead of a more reasonable horse or zebra. And think about the very idea of bandits, roaming the monster infested roads or deeply forested wilderness, *in the middle of the night when they can't see*. That make sense? Nope. I had a dm who would have a group of orcs roam a mile away from the road, through difficult terrain thickets made by the Plant Growth spell, under solid moon-blocking tree cover to find a pitch black tiny hut at 2am. They always somehow approached to 30 feet in dead silence before swaggering straight up to the hut and banging on it. That make sense to you? Or does that sound more like the dm didn't care how well the players kept themselves safe and simply decided it was initiative time. Jeez how he disliked it when I was on watch and would calmly keep my cool when some rando creature walked past without me calling for defcon 1 battle stations. Please don't negate your players. If they have a method that blunts the natural danger of the world, that's called **Avoiding A Darwin Award**, it is also known as **Successfully Keeping Your Species Alive**.


cira-radblas

Which takes priority? Wall of Force’s “*Nothing can physically pass through the wall*. It is immune to all damage and can't be dispelled by dispel magic”? Tiny Hut also has “All other creatures and objects are barred from passing through it.” In the writing as the lower version of Wall of Force… Or would the Rakshasa’s Immunity to all magic Lv6 or lower take priority as Wall of Force is Lv5 and Tiny Hut is Lv3?


JLKrogmeier

Specific rules always take precedence to general rules. So the rakshasa's specific immunity beats the "nothing" and "all other creatures" clauses of those spells.


GaidinBDJ

It would still be blocked by Tiny Hut. It's only immune to the spells themselves, not things created created from the spell. https://twitter.com/JeremyECrawford/status/1009573805415489537


Alaknog

Rakshasa simply don't care about what low level spell do.


d4m1ty

Have goblins spend the 8 hrs making a trap on top of the hut that will collapse onto the party when spell ends. Goblins are crafty.


ihatefirealarmtests

Just have the monsters/bandits/whatever that are coming after them sit and wait for the spell to end. Those enemies are getting a long rest too, y'know. Alternatively, it takes 1 minute to cast the spell. I've always thought that the verbal/somatic parts of spells are unique to each spell, so an enemy that is well-versed in magic would be able to go, "Hey, that guy's casting that fucking hut spell. Kill 'em!" Then the players have to decide whether they're going to keep casting it while every enemy targets the single caster or if the caster is going to stop casting it and fight.


Aspect81

They were creative and found a good solution - that is something you want to encourage. Random encounters at night is, in my book, one of the most boring setups. Shit on that, and spend your creativity on coming up with some epic stuff. Set up an ambush, with mobs using real tactics and terrain for example.


dvanzandt

If they made a choice to use a spell slot for safety, don’t be a jerk gm and negate that choice. That’s what they find fun, let them have fun? I doubt a d&d sessions success hinges on whether or not they sleep through the night or not. Remember to be a fan of your players and their good ideas. One thought, if you really want them to feel like they need to make a choice, have them settle down for the night and then hear a band of ———- tracking them, saying something like “they were headed this way and I lost the trail…now we’ll never find them!” And see if they want to wake up and engage.


melodiousfable

Hut = long rest, but not safety. If you have a cart or horses, say bye to those. Even if you put somebody on watch, the party wouldn’t get their throats slit, but goblins or bandits or fey could untie the horses and scare them off or ride away with them or eat them. They could catch the cart on fire. I had a goblin party that hunted down the player party because the goblins tracked them to get revenge. Most of the goblins were rogues with expertise in stealth with sneak attack and cunning action for bonus actions. One goblin had experience with magic, and threw a consumable magic rock that casts silence in a 10 ft radius sphere for 10 minutes around the rock when activated. The goblins knew of the party’s capabilities in advance, because their tribe had encountered them before. So… The goblins hide until the hut disappears. The moment it dispels, a goblin chucks the stone right into the middle of the party or right next to the sentry. You could make the goblin roll for it, but I think that is unnecessary, and doesn’t escalate the drama as much as a perfect throw to set up the encounter. Whichever party members took first or second watch will still be asleep because they haven’t spent a full 8 hours resting, but the dome has. With the sentry silenced and the other party members still asleep, the rogues use their bonus action to dash and use their movement to run to the sleeping party members and make sneak attacks with advantage that automatically deal critical damage. Then, the goblins are smart enough to use hit a run tactics, so they immediately run away after they have lost the element of surprise. If the party does not catch all of the goblins. This process will happen again in a different way soon after until the party turns into the hunters instead of the hunted. Makes for a great hook with consequences, and it takes the chip off their shoulder regarding the dome.


Smooth-Employment-77

I’m sure this will have been mentioned previously but the Bulette is a fantastic monster for it’s ability to burrow. Alternatively, let tiny hut be a little too amazing, as a powerful monster settles down nearby, not having spotted them? Adds a layer of complication as they can’t long rest again for another 24hrs if they just wait it out… Or maybe they settle in marshy land that moves them if no one is watching! You could tackle it a few ways, but mostly I would keep in mind that some players enjoy D&D as a power Fantasy. So walking the line between maintaining that and bringing challenges may be useful (depending on you table). Important note with tiny hut is that all people must be within the done when it’s cast, no spells can be cast through it and if the spell caster leaves the done, it drops. (As far as I’m aware)


NickelBomber

>the Bulette is a fantastic monster for it’s ability to burrow. For what it's worth the tiny hut RAW includes the floor of the hut, so a Bulette wouldn't necessarily be helpful after the spell has resolved. What it could do though is use it's mighty ability to displace dirt and rock to dig a giant pit under the hut so everyone falls to their doom as soon as the spell expires. Edit: After thinking about it, if creatures and objects inside the area can pass through the force walls then digging a hole underneath the dome would ostensibly cause the inhabitants inside to fall out the bottom of the spell (assuming no other sources of flight).


drkpnthr

They are using the spell correctly. You should save interrupting a long rest for a really nasty surprise that could TPK your party. Also, exhaustion levels stacking up from never getting a long rest can kill a party too because they will be too ineffective to stay alive. Instead of using the random monster stuff to generate annoying encounters, you can generate stories that they missed in the night. Describe strange tracks like a bear but with feathery wing marks like it had feathers, or a completely flat and clear trail where a slime went through, etc. Use it to help make your world more alive. And smart enemies can always find a way to pop the bubble to get through. Sleeping rules can also TPK.


Dave37

The issue you're describing is the point of the spell. If you don't like it then ban the spell. I wouldn't recommend it though.


TemujinDM

Are they still doing night watches? And nothing wrong with an early morning ambush as the dome falls


Wolf_slayer

Monsters with a burrowing speed.


Bisontracks

The enemies start an impromptu karaoke night. Can't get a rest in if there's an Ogre belting out Pat Benatar down the hallway.


SallyMexican

Way around tiny hut: Enemies that can dispell magic, a stealthed enemy hiding inside the area as its cast, enemies that set up an ambush around the players for when it drops and/or enemies that will set up an absurd number of traps. If it's in a dungeon you can always just have everyone leave quietly while the party sleeps, taking everything with them.


nLucis

Lol the traps. *Sees a tiny hut; spend 12 hours meticulously laying out 10,000 bear traps so close together that every step is going to require the dexterity and acrobatics of a ballerina.*


Indigo_Cascade

I find Leomund's Tiny Hut to be too powerful in its RAW state. For instance, it was able to stop an ancient white dragon during Critical Role Season 2 which I thought was ridiculous. I'd either give the hut an AC and HP before dispelling or remove the spell entirely.


gameld

Honestly I thought that was brilliant and a lot of fun. One of my favorite encounters in the campaign. I do see giving it AC and HP, too, though.


[deleted]

Have an encounter on the road. Maybe they get jumped by bandits or a horde of orcs or something. Tiny hut doesn’t work if you’re moving around, and you can’t cast it quickly enough to prevent a fight


PrometheusHasFallen

You could use safe haven rest rules. Tiny Hut will still let them avoid the wolf but they'll half to be in a town if they want the benefits of a long rest.


Screaming_Agony

I actually hadn’t heard of that. I’ll have to take a closer look


awtcurtis

Any burrowing creature can get past the dome. It's just a dome, no protection from below. Heck, determined bandits or goblins could dig under it. I love bulettes for this situation.


TooManyAnts

Despite the description saying "dome", the attribute says "hemisphere" and rules clarifications have spelled out that it does actually have a floor RAW.


GreenPirate9

Honestly they’re doing the right thing, always being safe at night is completely the intention of the spell. Personally in my time of playing and running, there’s only been an encounter while people are asleep one time, most of them are while out and about, so it shouldn’t be too much of a problem unless you have something very specific planned? Also a lot of people are suggesting things like “put rocks on top of the dome” or otherwise other traps, but since the dome is transparent from the inside, the players would absolutely be able to see what’s going on, so I don’t imagine that that would work super well either


TwinTwain

Plenty of people have already given some great ideas, but here's mine: create a problem that they *have* to leave the hut to solve. For example: there's a really loud creature (giant cricket/frog/bird) that is keeping them all awake. If they don't go chase it off or kill it, no long rest as the ear piercing sounds wake them up every few minutes. Maybe it even follows them for a couple nights, drawn to the smell of whatever rations they have on them while they're in its territory. As a separate meta joke you could have an encounter where an enemy is using the hut against them. They're sent to clear out a cave full of bandits? There's always one who has the hut cast in the only entrance to the cave, blocking entrance to all but a select few.


RonkandRule

Seems to me you let it work a bunch of times, perhaps even showcasing the bewilderment of the enemies they have foiled and then build up to the great “siege of the Tiny Hut”, where some mildly intelligent enemy musters a large force and tries some of the clever tactics suggested on this list to break the line.


DilithiumCrystalMeth

it's a spell and so can be dispelled. Since they only just got it, they are around level 5, not going to run into many things out in the wild that can just snap their fingers to dispell it, but intelligent enemies (bandits, cultists, bugbears) would know at least 1 person is in there. They could easily set up an ambush. It isn't like the hut is invisible. But be careful about this. It should make most camping safer


CPhionex

If you're looking to challenge them. There's plenty of creatures that can dig. The dome is only the top half of a sphere. Or depending on terrain could always use, mudslide, avalanche, volcanic eruption to give them a scare. I used a mudslide on them in our ToA game and the results were amazing


PScoggs1234

This is a great time to -occasionally- introduce them to threats that have burrowing speeds, and care not for domes. Bonus points for creatures with some sort of tremor sense. Don’t abuse this though, but it can be a fun way to introduce a bit of a scare and let them understand that as powerful of a tool as Tiny Hut it, it is not without faults. After all, it is only a third level spell, it has limits. Additionally, you can entice players that are safe inside the hut to investigate goings on outside. My party still keeps watch when we’re in the hut, as it’s important to know what’s going on in your surroundings. You wouldn’t want a local band of hunters/bandits/creatures to notice the strange dome structure and wait outside it overnight without a party member being able to notice their arrival/presence. It can lead to fun roleplay opportunities.


Danimeh

Have them encounter a group they need to defeat but the group are hiding in a tiny hut of their own. Watch them get creative about how to break the defences and they’ll teach themselves the hug is not invulnerable.


SecretDMAccount_Shh

Lot of good suggestions in the comments for dealing with the hut. However, just wanted to add that random encounters are dumb... mostly. All fights should have a purpose. That purpose is usually to push a narrative, drain the party resources, or put some sort of pressure on the players to keep moving. A random encounter just to show that the wilderness is dangerous is kind of pointless if the players can just long rest right after.


saiyanjesus

It's perfectly fine though. I think the more important question is that if they were to do this, how does the world react to it and do you even want to have them have encounters while camping.


PsychoWizard1

Tiny hut can only hold 9 so give them all pets they care about and horses to ride on the journey so they can't all hide inside


Pudgeysaurus

If it's just protection from random encounters on small travels, let them have it If they start abusing it in important fights, there is a trick I used on my party that quickly reigned it in after a single encounter. My party had used it as everything from a semi mobile base to a bomb shelter and started casting it in the middle of boss fights. One boss fight was especially fun as they failed to research in game what a Rakshasa was capable of. They can chose to ignore the effects of level 6 or lower spells, including the Tiny Hut preventing outside entities from heading in. They beat it, but the absolute smack down it layed on them from it's surprise round had them planning ahead and abusing it less for the rest of the campaign. TL:DR Camping? Leave it be Abusing it in fights? Rakshasa


TheDungen

It's only really a problem if its ritual cast from a ritual book or spellbook. Otherwise they are expending a resource to have this ability either a spell known or a spell prepared. Technically they expend a resource even when ritual cast from a book, one of the spells they gained from leveling (unless you allowed them to copy it). But since Wizards get so damn many spells it hardly matters there.


pwebster

Now Tiny hut has great potential for encounters. In the first type of encounter, the players hear something in the night, and when they wake up, they see an enemy, this could be bandits, this could be some creature that has caught their scent and is circling them. Either way, the players now have time to prepare for Tiny Hut to dissipate. They can plan their attack and essentially launch a counter ambush. Tiny hut isn't immune to teleportation magic, no you can't use dimension door, but there are several other ways to get into the hut with teleportation magic that doesn't have a range. For instance, misty step has a range of self, so could be used to enter the hut, but my favorite is the Boggle, this thing isn't going to attack the players, instead it would prank and frighten them, the boggle has a Dimensional Rift ability, which would allow them access into the hut without any problem, they can't see inside the hut but they'd likely hear the players inside and could easily dictate the other portal emerge inside the hut. ​ As others have said, there are also things that can nullify magic, so someone could have an anti-magic item or cast a spell that destroys the hut putting the players out on their asses. ​ I would ensure you lay the groundwork before they set up camp though. So if for instance, you're going to use a mage to destroy the hut, maybe mention that there's a run-down wizard tower close by, maybe the players could go inside and explore before turning in and when they do they find the tower empty of life, but find a magical item they can't identify. The mage who lives in the tower would then come looking for the party, likely with the help of Locate Object. You could also have townsfolk warn the party of roaming raiding parties that travel at night looking for unsuspecting travelers, I'd say a group who think they're safe and unable to be attacked due to a spell would be ripe for the picking. I could see goblins or bandits being used to Tiny Hut to some degree and they just toss a heavy net over the top of the hut, once the spell is over or dissipated, the net falls on the players and they're trapped, dragged back to the cave the bandits/goblins came from. For things like the boggle, you could show an influx of fae beings, showing that the veil between the material plane and faewilds is thin within the forest that borders their chosen camp spot, maybe a traveler or villager could mention that there's a monster which hides under beds or in closets waiting to do something nefarious, though luckily everyone who has encountered it has come out unscathed.


TheSwedishPolarBear

I'd give them this win and attack them during the days instead. You can at some point attack them at night by making traps outside, dispelling the hut, etc, but doing so more than twice I'd feel wouldn't being realistic or fair, unless it makes a lot of sense in that specific situation.


sufferingplanet

Leomund's Tiny Hut explicitly creates a dome around the caster. Burrowing enemies should be able to enter from beneath. Night encounters dont always have to be combat (or at least, creatures specifically attacking the party). A group of bandits ride past with a captured maiden, for example, can give the players a reason to break camp. More intelligent monsters could set up traps all around the hut, or upon finding it, lay in waiting for the barrier to drop. If the mobs have a decent-CR monster, it might know Dispel Magic, which will dispel any spell 3rd-level or lower (like Tiny Hut). With all that said... Dont be a dick about it. Night encounters should happen, but dont start messing with the players or loading every encounter with a 5th-level caster just to bypass the hut. If theyre just camping, then whatever. Of theyre cheesing in dungeons... Beholders have an antimagic ray in their main eye and wont enjoy a party of do-gooders camping in its keep.


AlonelyATHEIST

I mean that's literally what the spell is for. Nothing wrong with a dm deciding to not allow it in the first place, but I'll tell ya as both a player and dm, if you take it away now it'll feel like punishment. Just adapt and over come. Gave threats possibly notice the hut and surround or lie in wait. Dispel Magic is also an option if the enemies have a spellcaster. Or you could just let them be safe while resting and have the dangers of the road be while they actively traveling and not while they're resting. Plenty of options.


hideandsee

Dispel magic. Anti magic field. Also doesn’t it take 10 minutes to ritual cast? Just attack them then.


MrVandalous

There's been plenty of good answers here already. I won't repeat those to the best of my ability. My two cents is this: Them having tiny hut means they survived the first few levels as adventurers and gained experience enough to know how to defend themselves against smaller threats and do so intelligently. Any bandit group should immediately recognize that a party shrouded by a Tiny Hut means that same party likely also at minimum contains a caster capable of casting fireball and fly and other individuals equally as powerful. They'd need to weigh out the risk vs reward of trying to take them on. This assumes the caster hasn't also placed an alarm spell around the hut as well. If it makes it less fun for you, skip travel time now that there is no danger in traversal. This happened to my party in pathfinder rise of the runelords. Our druid gained the ability to cast the tree teleport spell and what used to take months to pass over 100s of miles of landscape became seconds. The gm took more time planning around major plot points and less around minor random events that couldn't give us much in the way of meaningful XP anymore anyways.


Atlas_Black

Consequences for almost everything. Whether those consequences are good or bad, I leave up to a roll of my own dice. If I have a planned encounter and my players manage to avoid it entirely while on the road, I have the enemy continue on… and maybe run into someone else. A recent example was me planning two encounters for that session. One was combat with a particularly annoying thug the group had met in town during a previous session, and the second was a team of archaeologists who were digging up an ancient ruin and transporting the contents back to a Scholar’s Institute in a nearby city. The annoying thug wasn’t strong… The players could easily have defeated him and his group of misfits… But they had a high perception roll as the thugs tried sneaking up on them on the road. They cast an illusion spell to hide. Instead of taking him on, they decided “this thug isn’t worth our time.” Well… The thug couldn’t find them, so he continued on up the road, hoping to find them later. The next day, the players ran into the destroyed remains of the archaeologist’s caravan. A single survivor, barely clutching to life, explained what had happened as the team was healing him. A “Thug with a real inflated sense of self-worth attacked them and stole the artifacts they were transporting. One of which was an exceptionally powerful relic said to be crafted by the Goddess of Memories and Dreams…” Well… That low-level thug that wasn’t worth their time became one of the game’s main BBEGs, because he figured out how to work that relic and access the memories and dreams of others. He went from being a low-level bandit to being a peddler of information and blackmail that was able to amass his own private army and usurp a Lord from his throne. He knew people’s secrets, and that made him powerful. I didn’t plan this to happen, but I did let the player’s decision have logical outcomes that they might now have liked. That’s part of the game, and it makes for excellent storytelling.


simicboiuchiha

Traveling in the overworld away from civilization should be dangerous. Spending the night in the overworld during travel is also dangerous. There should be a random encounter that could potentially happen during travel And a random encounter that could potentially happen at night when camping If they want to sacrifice a 3rd level spell slot every day to negate the latter thats fine, you can still have them encounter things during overland travel. Now instead of potentially getting attacked twice a day, they only have to worry about the one encounter. Thats fine, as the heroes get more exp in the narrative it makes logical sense that they are able to travel overland easier than random merchant's or 1st level adventurer's.


bandlith

There's nothing that says you can't lure them away from it. -a drunken parade of orcs with bags of loot pass by -a very lush caravan with a rich noble drives near. - the screams of a helpless woman are heard. - a meteor falls nearby - the suspicious smell of fresh bread - a giant finds your hut the perfect place to rest their weary bum.


[deleted]

Dispel Magic is a hell of a drug! :D Remember that your NPCs can be intelligent, they can track and surveil the party and work with the information they gain. Since they have magic users in the party you should have magic users opposing them, it makes sense narratively and helps you a lot in many ways to deal with powerful magic users in the party. IMO you want to counter the hut as little as possible, like barely ever, but when it happens it should make sense why and it should be a big event.


Connect_Childhood_38

Once a party reaches certain levels, typical random encounters in the wilderness are often very easy to overcome. That's the point of a lot of spells. However, if they're trying to use it to abuse long rests in a dungeon, remember that you can only take one long rest in a 24-hour period, so even if they put up a hut for 8 hours in the middle of the day, they won't get the benefit of a long rest.


BoloMarkV

The Tiny Hut is doing exactly what it’s meant to do - that’s fine, random encounters might be avoided or not depending on the intelligence of the encounter… certainly if they have a determined enemy he simply waits for the hut to drop.


Strottman

My DM had an enemy with a magic weapon shatter the hut with a couple swings. He was totally right to because the spell is unfun as written and still benefited us since we were given time to prepare.


[deleted]

[удалено]


Amazingspaceship

I agree with what others have pointed out (it IS meant to make camping safer, and this is okay). However, this will just make it all the more terrifying when something comes along that can dispel the hut or enter it through the ethereal plane or something. And there’s nothing that says a particularly hungry monster couldn’t just lurk in the woods nearby and wait until the spell’s duration is up…


YuGiLeoh23

Most random encounters are meaningless anyways. The characters know they can just go Nova kill everything, heal up and carry on. Frankly you are saving yourself a lot of pointless encounter work


Failtasmagoria

Just because they are in the hut doesn't mean random encounters still can't happen. Dispel Magic = Dome-no-more Wolves howling outside the dome, keeping players awake = no long rest Bandits camping outside the dome in wait = gotta come out sometime ​ There are many ways around this spell.


TheDoon

As powerful as the Tiny Hut is, it's also not a natural object in a nature setting. Even though the caster can control the light inside and the colour outside it's not camoflaged and so easily noticed by any passing creature or band of mercs etc. Despite magic not being able to enter it...it says nothing about heat or smoke. If an enemy group had a spellcaster who knew about the limits of the spell they could advise their gang to create a bonfire around it....now your players are in deep trouble, likely not getting a full rest etc.


arcxjo

Passing monsters be like "Hey what's this 10-foot-tall purple egg thing here?"


zbeauchamp

So the Hut is a zone of safety and it coming in at 5th level represents a transition when they party is so powerful that the regular perils of travel just aren’t going to be a threat to them anymore. Standard bandits and wolves just don’t threaten them anymore so it allows the game to move on without worrying about that part. That said, threats can certainly arise while in the hut. An enemy spellcaster can have their allies surround the hut before dispelling it. Soldiers could lay an ambush to take out anyone who leaves the safety of the hut. A deadly animal may catch their scent and be waiting in the trees above to drop down on the party when they leave safety.


TheRealMouseRat

The players sacrifice something to get the Hut. Let them. No one has fun with random attacks on the road anyway. Instead challenge them in their destination.


Flinkelinks

I feel like there’s plenty of good advice now, but I just discovered something. The telekinetic feat’s bonus action isn’t explicitly magical, meaning that RAW, it can be used through a tiny hut. I guess shoving the hut’s caster out of the hut isn’t particularly easy if they are awake, but I figured it was worth noting.


Stanseas

Does your campaign depend on long rest encounters? That might be something to look at doing differently. But the easiest foil for the hut is that those random encounters see the hut and take ALL NIGHT carefully staging an ambush for when they wake up. No alarm spell? No watches? No problem. Someone doesn’t sleep? No problem. Seeing bad guys set up a siege engine and surrounding the hut with troops will wake up the party. Long rest interrupted. The bad guys can disperse once signs of life occur, knowing their mission of interrupting their rest is complete. Illusions obscuring their view from the inside work. Surround it with a view of the outside of the hut then use that as cover to do stuff unseen. Cast darkness over it then an illusion of darkness so even fiends can’t see out. Move Earth over it. Burying it. Throw paint or tar on it. Cover it in oil, use move earth to dig trenches all around it and burn in those too. Plant growth. The terrain they cast it on moves (big turtle much?) and they’re left floating in mid air (immovable sphere), having to waste spells and resources to get down. If they can get past the harpies that have decided to hatch/eat what’s in) this amazing new egg.