Make the Hut a Beacon, Not a Barrier
Bloody carcasses, noxious refuse, or magical lures placed near the dome can draw the wrong kind of attention. Predators, territorial creatures, opportunistic scavengers, or curious fey might gather. The players may find themselves safe for now, but when the hut drops in 8 hours, they are surrounded. Suddenly it’s less safe place to rest and more glowing snack wrapper.Erode the Rest, Not the Spell
Creatures can circle, scratch, howl, or create unsettling noises throughout the night. Call for Wisdom saves to rest peacefully, or narrate vivid nightmares that leave the characters rattled. Even if they get their long rest, they might gain a level of exhaustion on a failed save, adding consequences without destroying the spell’s purpose.Introduce a Patient Antagonist
A handler, spellcaster, or intelligent foe might use the hut as a test. They send scouts, illusions, or familiars to learn about the party’s tactics. They may even attempt a Dispel Magic at the right moment, timing it with an ambush, a hazardous environment, or an ongoing threat. The spell’s removal becomes part of a larger plan, not a random punishment.