Howdy everyone and thank you for checking this post out. I figured this was the best place to find the tactically gifted in hopes that they would share their wisdom with me.
Party is currently in a Dungeon where the tunnels are 4 feet high, and 2.5 feet wide. All Medium creatures are squeezing which means we're attacking with Disadvantage, and getting attack at Advantage.
Medium creatures are single file, and cannot pass eachother. Small creatures are not affect by this.
We're fighting a Homebrew CR 3 Young Carrion Beetle. They have a 1d6 piercing + 5d6 acid bite attack. It hits like a truck. They are being ridden by Mud Mephits who have a mud breath to restrain us.
There also Will-O-Wisps appear from the walls when party members are low on health.
All of the enemies of Small of course.
The party is pretty beat up as average level for our group is about 5-6. Half the party has gone down at least once. We retreated to an alcove where there was more room and took on about 5 waves of enemies.
My Wizard was able to cast Tiny Hut, (only able to do that as we were timed real time between waves to discuss plans) and once the Hut activated, the DM gave us the option of a Short Rest, or a Long Rest.
Party is leaning to a Long Rest as two of them would level up.
I'm leaning to LR as well as I'd get Slots back as well as rearrange my spells, but this could royally screw us over due to the enemies have 8 hours to plan a counter attack.
One plan I have is to summon a spidet familiar, cast Invisibility and have it scouts about.
Main benefit of a short Rest would be to get health back, and doesn't give the Mephits and Will-O-Wisps time to prep and kite the beetles.
DM did hint that we've cleared out a lot of enemies compared to where we are in the dungeon. Mainly because the enemies were being kited to us (guessing by the Will-O-Wisps)
Long rest. Let them plan, you’ll all be fresh. While you’re in there, let that spider familiar leave and scout around. For the first 100 feet, you can see through its eyes, so at least you’ll know what the bad guys are planning.
But that’s assuming you’re low on spell slots and other resources besides hit points. If it’s only hp that you’re down, then a short rest might make more sense.
If I had 8 hours - especially in a cramped environment - they'd be dead. Depending on whether you feel the Tiny Hut somehow has an air supply, they'll either suffocate while sleeping, or die screamning once the dome collapses, and they find themselves in a room with a temperature of 800+ degrees. Depending on level and spell load-out, maybe some would escape briefly, but it really is a major issue to give your enemies 8 hours to build a massive bonfire on your campsite, then close off all exits.
Or collapse the roof. Or fill the room with monsters. Or riddle everything with traps, then surround the site with efficient archers.
To my mind, casting Tiny Hut in an active, hostile environment should be near-suicidal.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
This is exactly why I was leaning to the Short Rest option initially.
Still.kind of am.
The enemies in the dungeon are Mud Mephits and Will-O-Wisps however. They are intelligent, but I'm not sure what they what they can pull off due to them having 8 & 1 STR respectively.
What would you find most fun? Would it be more fun for you to have full resources battling stronger enemies, or would it be more fun for you to have to find creative solutions because you're out of resources? Remember: everything Acromos suggested the enemies do to you, you can equally do to the enemies. Regardless, if you take a LR clearly you should have people keep watch to wake everyone up if the enemies try to do any mischief nearby.
.. if you take a LR clearly you should have people keep watch to wake everyone up if the enemies try to do any mischief nearby.
This: Say, why are they rolling in barrels of oil and carts of timber? Should I wake the others? Naahh, what's the worst they can do - make a bonfire? Hahahah!
...... wait!
I had opportunity once to use Control Flame in a similar manner once - a cave full of flammable materials. Actually, neatly stacked dead bodies that were animating at an alarming rate. I did not get enough XP for that idea, defeating literally hundreds of skeletons and zombies. Robbed!
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If they were close enough to go out and find wood for a fire then the party should be just as able to run to the exit when the Tiny hut goes down.
I imagine this to be on an industrial - or warfare - scale. Disregard the OP for a moment, and imagine instead PC's invading a bustling comminity of ... dwarves, goblins, humans, whatever. Someone with a society. They take some damage, burn some ressources, cast Tiny Hut to recharge.
In go the military planners and strategists. They do the absolute full escalation, determined to end this thread, extreme prejudice, excessive force authorised. So they have teams ready to seal off all exits, teams ready to rush in fuel (in the form of timber, coal, oil, whatever), and teams of spearmen and archers standing by in case combat becomes a thing.
And then the plan is to bury the hut entirely in flammables. Tonnes and tonnes of flammables. There's a critical phase initially, when the PC's can realistically interrup the build-up. This is what the spearmen/archers are for: Keeping them occupied while what has already been put in place is ignited.
After a certain threshold, the PC's are dead. It's done and dusted. Maybe they can teleport out, but barring that, they're toast. I'd propably ignite my fuel an hour before the hut has to come down, so when it does, the room is .... 2000 degrees hot, there's zero air to breathe (except what's funnelled in to feed the fire), and there's no way out. They're simply dead.
It's not the only way to do this, but it's the obvious one.
So ... they're not 'close enough'. Not that finding several tonnes of wood in eight hours is that much of a problem on most gaming worlds (barring Athas I guess). No, they're investing what they already have. To kill off a bunch of super villains having a nap on their territory.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If they were close enough to go out and find wood for a fire then the party should be just as able to run to the exit when the Tiny hut goes down.
I imagine this to be on an industrial - or warfare - scale. Disregard the OP for a moment, and imagine instead PC's invading a bustling comminity of ... dwarves, goblins, humans, whatever. Someone with a society. They take some damage, burn some ressources, cast Tiny Hut to recharge.
In go the military planners and strategists. They do the absolute full escalation, determined to end this thread, extreme prejudice, excessive force authorised. So they have teams ready to seal off all exits, teams ready to rush in fuel (in the form of timber, coal, oil, whatever), and teams of spearmen and archers standing by in case combat becomes a thing.
And then the plan is to bury the hut entirely in flammables. Tonnes and tonnes of flammables. There's a critical phase initially, when the PC's can realistically interrup the build-up. This is what the spearmen/archers are for: Keeping them occupied while what has already been put in place is ignited.
After a certain threshold, the PC's are dead. It's done and dusted. Maybe they can teleport out, but barring that, they're toast. I'd propably ignite my fuel an hour before the hut has to come down, so when it does, the room is .... 2000 degrees hot, there's zero air to breathe (except what's funnelled in to feed the fire), and there's no way out. They're simply dead.
It's not the only way to do this, but it's the obvious one.
So ... they're not 'close enough'. Not that finding several tonnes of wood in eight hours is that much of a problem on most gaming worlds (barring Athas I guess). No, they're investing what they already have. To kill off a bunch of super villains having a nap on their territory.
The will-o-wisps are ephemeral and are extremely unlikely to share a language with the mephits, who are small creatures with Str 8 (not much carrying capacity) and the carrion beetles have no language at all. Which of the will-o-wisps, the mud mephits and the carrion beetles are the ones with military planners and strategists? Which of these creatures has a stockpile of barrels of oil and carts of timber? Which of these creatures even has the ability to light a fire?
What do you mean ignore the OP? This is not a bustling community of intelligent humanoids! These are some incorporeal creatures, some small, lazy and whiny creatures, and some bugs. There's no reason to expect them to share a language never mind cooperate to motivate a fairly complex solution. Long resting in a tiny hut is feasible under these conditions because of the enemies this group is facing.
If they were close enough to go out and find wood for a fire then the party should be just as able to run to the exit when the Tiny hut goes down.
I imagine this to be on an industrial - or warfare - scale. Disregard the OP for a moment, and imagine instead PC's invading a bustling comminity of ... dwarves, goblins, humans, whatever. Someone with a society. They take some damage, burn some ressources, cast Tiny Hut to recharge.
In go the military planners and strategists. They do the absolute full escalation, determined to end this thread, extreme prejudice, excessive force authorised. So they have teams ready to seal off all exits, teams ready to rush in fuel (in the form of timber, coal, oil, whatever), and teams of spearmen and archers standing by in case combat becomes a thing.
And then the plan is to bury the hut entirely in flammables. Tonnes and tonnes of flammables. There's a critical phase initially, when the PC's can realistically interrup the build-up. This is what the spearmen/archers are for: Keeping them occupied while what has already been put in place is ignited.
After a certain threshold, the PC's are dead. It's done and dusted. Maybe they can teleport out, but barring that, they're toast. I'd propably ignite my fuel an hour before the hut has to come down, so when it does, the room is .... 2000 degrees hot, there's zero air to breathe (except what's funnelled in to feed the fire), and there's no way out. They're simply dead.
It's not the only way to do this, but it's the obvious one.
So ... they're not 'close enough'. Not that finding several tonnes of wood in eight hours is that much of a problem on most gaming worlds (barring Athas I guess). No, they're investing what they already have. To kill off a bunch of super villains having a nap on their territory.
Sorry, but what are you talking about? Why would a group of 4 people ever be attempting to go to war against a whole sophisticated city? PCs aren't super heroes who can single handedly defeat an entire civilization.
The choice between short rest and long rest depends heavily on what the enemy can do with the extra time. There are potential significant problems with a long rest, but they're only potential. Some likely examples:
The enemy has reinforcements, with dispel magic, 2-7 hours out. In that case, you don't actually get your long rest, you just get jumped by a large enemy force while you're trying to rest. That's likely to be a TPK.
The enemy is up to something the PCs want to prevent. If you give them 8 hours, they'll just do that thing.
The enemy will use the extra time to prepare traps and fortifications, so the extra resources you get from a long rest are offset by extra difficulty.
The enemy will retreat, taking the PCs objective with them.
If none of those are in play, a long rest obviously gives more resources than a short rest and is thus more useful.
Sorry, but what are you talking about? Why would a group of 4 people ever be attempting to go to war against a whole sophisticated city? PCs aren't super heroes who can single handedly defeat an entire civilization.
That's not what I said. The word I used was 'community'.
In general, PC's attack 'dungeons' - which are basically the homes of 'bad guys' to be slaughtered. What I'm suggesting is that said 'bad guys' are aware of the skill gap between themselves and the invaders, and will act intelligently to kill them - or at least drive them off. And an intelligent way to counter a simple but invulnerable bubble is to set the room on fire.
Tiny Hut is a chance for NPC's to avoid fighting the PC's, and just .... make them go away.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Sorry, but what are you talking about? Why would a group of 4 people ever be attempting to go to war against a whole sophisticated city? PCs aren't super heroes who can single handedly defeat an entire civilization.
That's not what I said. The word I used was 'community'.
In general, PC's attack 'dungeons' - which are basically the homes of 'bad guys' to be slaughtered. What I'm suggesting is that said 'bad guys' are aware of the skill gap between themselves and the invaders, and will act intelligently to kill them - or at least drive them off. And an intelligent way to counter a simple but invulnerable bubble is to set the room on fire.
Tiny Hut is a chance for NPC's to avoid fighting the PC's, and just .... make them go away.
Dungeons aren't filled with piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Those are things you find in a city, not some random cave or old ruins. A bad guy can't just suddenly have a mountain of Alchemist's fire, or magically apparate 100lbs of fire wood, or conjure up 50 archers. Adventurers should always been keeping watch when they are resting, so I don't understand how you think it is at all possible for the enemy to cover the Tiny hut in 100 lbs of wood without the party noticing? Even if the enemy scrys on the party to work our their exact line of sight and carefully avoids it, stacking wood makes noise, lighting a fire makes noise, building traps makes noise. Gathering up 50 soldiers makes noise.
Sorry, but what are you talking about? Why would a group of 4 people ever be attempting to go to war against a whole sophisticated city? PCs aren't super heroes who can single handedly defeat an entire civilization.
That's not what I said. The word I used was 'community'.
In general, PC's attack 'dungeons' - which are basically the homes of 'bad guys' to be slaughtered. What I'm suggesting is that said 'bad guys' are aware of the skill gap between themselves and the invaders, and will act intelligently to kill them - or at least drive them off. And an intelligent way to counter a simple but invulnerable bubble is to set the room on fire.
Tiny Hut is a chance for NPC's to avoid fighting the PC's, and just .... make them go away.
Dungeons aren't filled with piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Those are things you find in a city, not some random cave or old ruins. A bad guy can't just suddenly have a mountain of Alchemist's fire, or magically apparate 100lbs of fire wood, or conjure up 50 archers. Adventurers should always been keeping watch when they are resting, so I don't understand how you think it is at all possible for the enemy to cover the Tiny hut in 100 lbs of wood without the party noticing? Even if the enemy scrys on the party to work our their exact line of sight and carefully avoids it, stacking wood makes noise, lighting a fire makes noise, building traps makes noise. Gathering up 50 soldiers makes noise.
Dungeons aren't filled with piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists.
Only because you don't flesh them out properly. That's not on me.
There might be some exceptions, but generally, a 'dungeon' is where someone lives - or it's a military base of operations. Either place will have .... piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Of some sort.
Why is this an issue? Is it that important to you to play NPC's as morons? This is a simple, easily executed, obvious counter. You don't like it? Don't use it!
But please stop arguing like it's some weird, far out unattainable pipedream. Anyone can get firewood. Anyone who cooks will have some manner of fat to burn.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Dungeons aren't filled with piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists.
Only because you don't flesh them out properly. That's not on me.
There might be some exceptions, but generally, a 'dungeon' is where someone lives - or it's a military base of operations. Either place will have .... piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Of some sort.
Why is this an issue? Is it that important to you to play NPC's as morons? This is a simple, easily executed, obvious counter. You don't like it? Don't use it!
But please stop arguing like it's some weird, far out unattainable pipedream. Anyone can get firewood. Anyone who cooks will have some manner of fat to burn.
You never did answer which of the will-o-wisps, the mud mephits and the carrion beetles are the archers, blacksmiths carpenter, masons, soldiers and military strategists. You also haven't stated which of those even has the ability to light a fire.
How about you stop arguing like every dungeon has a community of humanoids in it? Plenty of monsters eat their food raw.
There might be some exceptions, but generally, a 'dungeon' is where someone lives - or it's a military base of operations.
No, my dude, those are the exceptions, given the definition of "someone" you're trying to sneak through the back door
Even if you were correct, the dungeon the OP is in right now would be one of those exceptions, so your entire line of thinking is actually off-topic
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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Howdy everyone and thank you for checking this post out. I figured this was the best place to find the tactically gifted in hopes that they would share their wisdom with me.
Party is currently in a Dungeon where the tunnels are 4 feet high, and 2.5 feet wide. All Medium creatures are squeezing which means we're attacking with Disadvantage, and getting attack at Advantage.
Medium creatures are single file, and cannot pass eachother. Small creatures are not affect by this.
We're fighting a Homebrew CR 3 Young Carrion Beetle. They have a 1d6 piercing + 5d6 acid bite attack. It hits like a truck. They are being ridden by Mud Mephits who have a mud breath to restrain us.
There also Will-O-Wisps appear from the walls when party members are low on health.
All of the enemies of Small of course.
The party is pretty beat up as average level for our group is about 5-6. Half the party has gone down at least once. We retreated to an alcove where there was more room and took on about 5 waves of enemies.
My Wizard was able to cast Tiny Hut, (only able to do that as we were timed real time between waves to discuss plans) and once the Hut activated, the DM gave us the option of a Short Rest, or a Long Rest.
Party is leaning to a Long Rest as two of them would level up.
I'm leaning to LR as well as I'd get Slots back as well as rearrange my spells, but this could royally screw us over due to the enemies have 8 hours to plan a counter attack.
One plan I have is to summon a spidet familiar, cast Invisibility and have it scouts about.
Main benefit of a short Rest would be to get health back, and doesn't give the Mephits and Will-O-Wisps time to prep and kite the beetles.
DM did hint that we've cleared out a lot of enemies compared to where we are in the dungeon. Mainly because the enemies were being kited to us (guessing by the Will-O-Wisps)
Long rest. Let them plan, you’ll all be fresh.
While you’re in there, let that spider familiar leave and scout around. For the first 100 feet, you can see through its eyes, so at least you’ll know what the bad guys are planning.
But that’s assuming you’re low on spell slots and other resources besides hit points. If it’s only hp that you’re down, then a short rest might make more sense.
If given a choice between long or short rest take the long rest. Getting back to full is worth any time the bad things have to plan
Reading over both of your responses got me thinking about what Mud Mephits, Will-O-Wisps and Beetles could plan.
Will O wisps are probs the deadliest. Next would be Mephits. The Beetles are beasts with like 3 INT, so they will probably be lead in some way.
If I had 8 hours - especially in a cramped environment - they'd be dead. Depending on whether you feel the Tiny Hut somehow has an air supply, they'll either suffocate while sleeping, or die screamning once the dome collapses, and they find themselves in a room with a temperature of 800+ degrees. Depending on level and spell load-out, maybe some would escape briefly, but it really is a major issue to give your enemies 8 hours to build a massive bonfire on your campsite, then close off all exits.
Or collapse the roof. Or fill the room with monsters. Or riddle everything with traps, then surround the site with efficient archers.
To my mind, casting Tiny Hut in an active, hostile environment should be near-suicidal.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
This is exactly why I was leaning to the Short Rest option initially.
Still.kind of am.
The enemies in the dungeon are Mud Mephits and Will-O-Wisps however. They are intelligent, but I'm not sure what they what they can pull off due to them having 8 & 1 STR respectively.
Long Rest. Planning is over-rated for non-humanoid monsters.
There is a reason why humans outnumber bears.
What would you find most fun? Would it be more fun for you to have full resources battling stronger enemies, or would it be more fun for you to have to find creative solutions because you're out of resources? Remember: everything Acromos suggested the enemies do to you, you can equally do to the enemies. Regardless, if you take a LR clearly you should have people keep watch to wake everyone up if the enemies try to do any mischief nearby.
This: Say, why are they rolling in barrels of oil and carts of timber? Should I wake the others? Naahh, what's the worst they can do - make a bonfire? Hahahah!
...... wait!
I had opportunity once to use Control Flame in a similar manner once - a cave full of flammable materials. Actually, neatly stacked dead bodies that were animating at an alarming rate. I did not get enough XP for that idea, defeating literally hundreds of skeletons and zombies. Robbed!
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If they were close enough to go out and find wood for a fire then the party should be just as able to run to the exit when the Tiny hut goes down.
I imagine this to be on an industrial - or warfare - scale. Disregard the OP for a moment, and imagine instead PC's invading a bustling comminity of ... dwarves, goblins, humans, whatever. Someone with a society. They take some damage, burn some ressources, cast Tiny Hut to recharge.
In go the military planners and strategists. They do the absolute full escalation, determined to end this thread, extreme prejudice, excessive force authorised. So they have teams ready to seal off all exits, teams ready to rush in fuel (in the form of timber, coal, oil, whatever), and teams of spearmen and archers standing by in case combat becomes a thing.
And then the plan is to bury the hut entirely in flammables. Tonnes and tonnes of flammables. There's a critical phase initially, when the PC's can realistically interrup the build-up. This is what the spearmen/archers are for: Keeping them occupied while what has already been put in place is ignited.
After a certain threshold, the PC's are dead. It's done and dusted. Maybe they can teleport out, but barring that, they're toast. I'd propably ignite my fuel an hour before the hut has to come down, so when it does, the room is .... 2000 degrees hot, there's zero air to breathe (except what's funnelled in to feed the fire), and there's no way out. They're simply dead.
It's not the only way to do this, but it's the obvious one.
So ... they're not 'close enough'. Not that finding several tonnes of wood in eight hours is that much of a problem on most gaming worlds (barring Athas I guess). No, they're investing what they already have. To kill off a bunch of super villains having a nap on their territory.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The will-o-wisps are ephemeral and are extremely unlikely to share a language with the mephits, who are small creatures with Str 8 (not much carrying capacity) and the carrion beetles have no language at all. Which of the will-o-wisps, the mud mephits and the carrion beetles are the ones with military planners and strategists? Which of these creatures has a stockpile of barrels of oil and carts of timber? Which of these creatures even has the ability to light a fire?
What do you mean ignore the OP? This is not a bustling community of intelligent humanoids! These are some incorporeal creatures, some small, lazy and whiny creatures, and some bugs. There's no reason to expect them to share a language never mind cooperate to motivate a fairly complex solution. Long resting in a tiny hut is feasible under these conditions because of the enemies this group is facing.
Sorry, but what are you talking about? Why would a group of 4 people ever be attempting to go to war against a whole sophisticated city? PCs aren't super heroes who can single handedly defeat an entire civilization.
The choice between short rest and long rest depends heavily on what the enemy can do with the extra time. There are potential significant problems with a long rest, but they're only potential. Some likely examples:
If none of those are in play, a long rest obviously gives more resources than a short rest and is thus more useful.
That's not what I said. The word I used was 'community'.
In general, PC's attack 'dungeons' - which are basically the homes of 'bad guys' to be slaughtered. What I'm suggesting is that said 'bad guys' are aware of the skill gap between themselves and the invaders, and will act intelligently to kill them - or at least drive them off. And an intelligent way to counter a simple but invulnerable bubble is to set the room on fire.
Tiny Hut is a chance for NPC's to avoid fighting the PC's, and just .... make them go away.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Dungeons aren't filled with piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Those are things you find in a city, not some random cave or old ruins. A bad guy can't just suddenly have a mountain of Alchemist's fire, or magically apparate 100lbs of fire wood, or conjure up 50 archers. Adventurers should always been keeping watch when they are resting, so I don't understand how you think it is at all possible for the enemy to cover the Tiny hut in 100 lbs of wood without the party noticing? Even if the enemy scrys on the party to work our their exact line of sight and carefully avoids it, stacking wood makes noise, lighting a fire makes noise, building traps makes noise. Gathering up 50 soldiers makes noise.
Exactly!!
Only because you don't flesh them out properly. That's not on me.
There might be some exceptions, but generally, a 'dungeon' is where someone lives - or it's a military base of operations. Either place will have .... piles and piles of flammables, archers, blacksmiths, carpenters, masons, soldiers and military strategists. Of some sort.
Why is this an issue? Is it that important to you to play NPC's as morons? This is a simple, easily executed, obvious counter. You don't like it? Don't use it!
But please stop arguing like it's some weird, far out unattainable pipedream. Anyone can get firewood. Anyone who cooks will have some manner of fat to burn.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
You never did answer which of the will-o-wisps, the mud mephits and the carrion beetles are the archers, blacksmiths carpenter, masons, soldiers and military strategists. You also haven't stated which of those even has the ability to light a fire.
How about you stop arguing like every dungeon has a community of humanoids in it? Plenty of monsters eat their food raw.
No, my dude, those are the exceptions, given the definition of "someone" you're trying to sneak through the back door
Even if you were correct, the dungeon the OP is in right now would be one of those exceptions, so your entire line of thinking is actually off-topic
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)