Seeing our attacks have such a small effect, I falter a bit trying to decide what to do. I decide to try to dash around the scarecrow and entangle his limbs with the rope, then yank the rope sharply to try to bring the creature down. Acrobatics 15?
@Adrasteia: That was a critical hit! You get to roll double the usual amount of damage dice, so please roll another 3d10 for that spell.
@Sim: You can usually only move up to 30 feet per turn, or 60 feet if not using your action to do anything other than dash. Now, because you are a rogue, you can also use a bonus action to dash again in the same turn for up to a whopping 90 feet per turn worth of movement. Even so, I'd say it would take a few turns of doing nothing but running to entangle the enemy securely using your rope. Is this what you want to do?
Since it seems Adra may have seriously knocked out the scarecrow, I walk towards it and opposite of where Sim is trying to entangle it or tie it up. Between both of us we can toss the rope to each other and cut down the distance and time.
I like Mokia's idea! Can we try that? I'm willing to sacrifice a couple of turns to try it...or maybe we can see how it's going after this turn and re-evaluate. Should I roll anything for the rope toss, like a strength check?
Adrasteia braves touching the live construct and grabs its neck with purpose. The hay bunches stuffed inside the creature become undone. Its entire body, including limbs, simply disconnect from the neck and head supported by the cleric's strong grasp. Adrasteia deals a whopping 38 necrotic damage, instantly killing the scarecrow (badass!).
Before more damage is done to their trophy, Mokiakia and Adrasteia begin to bind the slumped body of the scarecrow in a way to both secure it and make it easier to carry. It takes a few minutes, but they can take their time doing it.
(Wow... your plan and rolls ensured this fight was done just as soon as it started. You guys didn't even get a scratch! Well done.)
Yes, let's go! Adra, do you wanna carry the scarecrow? Hold it as your trophy and make your triumphant parade around these commoners who mistrusted us. How dare they?!
*walking triumphantly, brushing off my shoulders and taking a bow* That's my move.
Adrasteia carries the scarecrow pieces and the group begins to walk back towards Waterdeep proper. The path takes you through the hamlet where you interviewed some peasants earlier in the day, so you will have a chance to boast as suggested if you so wish to do it. It is evening though, so most people will not be out in the streets.
You also know that the gates of Waterdeep close after sundown. It is not necessarily impossible to find your way through but you'll have to, at a minimum, explain your reasons to the City Watch. Alternatively, you could try going in the morning, when the gates are reopened for daily trade traffic.
I vote that we go in the morning. I don't want to deal with the hassle of the city watch. Are there any inns, hostels, or friendly villagers' homes where we can spend the night?
The place where you guys found a line of villagers waiting for their food doubles as an inn of sorts. They have a couple of rooms for rent. Nothing too fancy, but should be available as this tiny hamlet doesn't really get many visitors.
We can feast and celebrate our victory at the inn, with some well-deserved ale. Then, back to Waterdeep in the morning to show Trench we've proved our wit and mettle.
You guys find your way back to the hamlet easily enough. Some folk in the tavern leave as you walk in with the scarecrow bits. Either because of fear or gratitude, the inn keep there, a youngish halfling girl full of freckles on her face, agrees to let you stay the night free of change. She makes it clear that only one of the rooms is available and that you still have to pay for food if you want any.
Two silver pieces will buy you a good meal for the night, including a drink of your choice.
The night is not very comfortable, but it is restful enough. You complete a full long rest, and wake up with the chirp of the birds early in the next morning.
I attempt to use some straight up sorcery and use Inflict Wounds: 25 Damage: 15
Seeing our attacks have such a small effect, I falter a bit trying to decide what to do. I decide to try to dash around the scarecrow and entangle his limbs with the rope, then yank the rope sharply to try to bring the creature down. Acrobatics 15?
@Adrasteia: That was a critical hit! You get to roll double the usual amount of damage dice, so please roll another 3d10 for that spell.
@Sim: You can usually only move up to 30 feet per turn, or 60 feet if not using your action to do anything other than dash. Now, because you are a rogue, you can also use a bonus action to dash again in the same turn for up to a whopping 90 feet per turn worth of movement. Even so, I'd say it would take a few turns of doing nothing but running to entangle the enemy securely using your rope. Is this what you want to do?
Since it seems Adra may have seriously knocked out the scarecrow, I walk towards it and opposite of where Sim is trying to entangle it or tie it up. Between both of us we can toss the rope to each other and cut down the distance and time.
I like Mokia's idea! Can we try that? I'm willing to sacrifice a couple of turns to try it...or maybe we can see how it's going after this turn and re-evaluate. Should I roll anything for the rope toss, like a strength check?
Second 3d10 roll: 16
I don't know why my dice rolls have been failing. Second 3d10 roll: 12
Adrasteia braves touching the live construct and grabs its neck with purpose. The hay bunches stuffed inside the creature become undone. Its entire body, including limbs, simply disconnect from the neck and head supported by the cleric's strong grasp. Adrasteia deals a whopping 38 necrotic damage, instantly killing the scarecrow (badass!).
Before more damage is done to their trophy, Mokiakia and Adrasteia begin to bind the slumped body of the scarecrow in a way to both secure it and make it easier to carry. It takes a few minutes, but they can take their time doing it.
(Wow... your plan and rolls ensured this fight was done just as soon as it started. You guys didn't even get a scratch! Well done.)
It is now post dusk. Where to now?
I never doubted us. :)
I say we take the bundle of destroyed scarecrow straight to Trench, so we can prove our efficiency.
I feel like a badass. That was ridiculous.
I concur. Let's head back to town.
Yes, let's go! Adra, do you wanna carry the scarecrow? Hold it as your trophy and make your triumphant parade around these commoners who mistrusted us. How dare they?!
*walking triumphantly, brushing off my shoulders and taking a bow* That's my move.
(I wish we could insert GIFs)
Adrasteia carries the scarecrow pieces and the group begins to walk back towards Waterdeep proper. The path takes you through the hamlet where you interviewed some peasants earlier in the day, so you will have a chance to boast as suggested if you so wish to do it. It is evening though, so most people will not be out in the streets.
You also know that the gates of Waterdeep close after sundown. It is not necessarily impossible to find your way through but you'll have to, at a minimum, explain your reasons to the City Watch. Alternatively, you could try going in the morning, when the gates are reopened for daily trade traffic.
I will gladly carry my quarry. :)
I vote that we go in the morning. I don't want to deal with the hassle of the city watch. Are there any inns, hostels, or friendly villagers' homes where we can spend the night?
The place where you guys found a line of villagers waiting for their food doubles as an inn of sorts. They have a couple of rooms for rent. Nothing too fancy, but should be available as this tiny hamlet doesn't really get many visitors.
I vote we head back to the hamlet. The villagers may put us up for free if we reveal that we've solved their scarecrow problem.
We can feast and celebrate our victory at the inn, with some well-deserved ale. Then, back to Waterdeep in the morning to show Trench we've proved our wit and mettle.
You guys find your way back to the hamlet easily enough. Some folk in the tavern leave as you walk in with the scarecrow bits. Either because of fear or gratitude, the inn keep there, a youngish halfling girl full of freckles on her face, agrees to let you stay the night free of change. She makes it clear that only one of the rooms is available and that you still have to pay for food if you want any.
I would like some mid-range food and to take a long rest (I want to regenerate some spells).
Two silver pieces will buy you a good meal for the night, including a drink of your choice.
The night is not very comfortable, but it is restful enough. You complete a full long rest, and wake up with the chirp of the birds early in the next morning.
What is next?
I think we should head back into town and show off the fruits of our (let's be honest, MY) labor. ;)