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.)
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.
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.
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.