Below some of the townspeople continue to glare up, shaking fists.  A couple of rocks are thrown, but things are going back to business.  The inn is certainly still enraged, but men are coming to their senses, if one of these women was able to kill one of their own, perhaps the risk is greater than they had hoped to deal with.<br/><br/>The Delvers begin to cut a path, moving along rooftops, scouting pathways, ducking through alleys, until they are within visual sight of the ship.<br/><br/>The men and women aboard are moving with more haste than would be normal at night, adjusting sails, pulling up gangplanks to leave a single one, all under the clearly harsh but muted tones of their captain.  She cuts a fine figure even from a distance, using her bullwhip when people slow too much.<br/><br/>From here, it's more or less a straight shot though.<br/><br/><strong>Delvers, it's time to make a run for it.  Choose 3 people to fill roles:<br/>The Lance will roll with Strength to repell those who stand before you.<br/>On a 10+, you get to the ship with minimal battering.  On a 7-9, choose one<br/>-Leave something behind<br/>-Take a firm hit<br/>-Someone in your party takes a firm hit (you choose)<br/><br/>The Face will roll with Charisma to handle the sailors as you come on, you're expected but things may not go ideally.<br/>On a 10+, the deal is in place and you sail.  On a 7-9, you'll receive rough treatment but passage will come.<br/><br/>The Shield will roll with Dexterity to make sure everyone makes it in safely.<br/>On a 10+, you keep everyone together and make it in just ahead of their blades.  On a 7-9, choose one<br/>-You get netted or hooked<br/>-They board the ship</strong>