Cool, brings the whole thing together.
Now, a significant issue some folks have with Da Hut is that it can be used by players to 'break' the 6-8 encounter work-day that theoretically balances both classes and encounter difficulties. In this example, there's no such work-day being established, in the first place, you had a series of no/single/trivial encounter days of travel, and a more nearly significant several-encounter day culminating in the Hut-siege.
One other note - not that I think it really changes tactics much - is that I use the alternate longer rest rules (short rest overnight, long rest several days). I also adjust spell durations so the hut would have lasted several days, long enough to get a long rest if they did nothing else. Somebody would have had to go out to empty the wizard's champerpot but otherwise they were relatively safe. I even gave them a survival check to see how well they could camouflage the hut. Once the first patrol attacked they (rightly) assumed that others had been notified of their presence.
So that's part of my way of dealing with overland travel, I know there are other options.