There was about 5 miles between the two ships now, a distance that could have been much, much longer if the lookout didn't have to deal with the perpetual twilight. Taking the speed of each of the vessels into account, the other ship, if remaining on intercept course would gain an average of half a mile on the Esmeralda every hour. Of course other factors would play a role as well, like the light rainclouds ahead. While it didn't look like a fully grown storm and more like a quiet shower, the Esmeralda would eventually be caught in the shower, reducing visibility somewhat. The skills of the people controlling the ships, maneuvering would also play a large part of course, other than the weather.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chase</div><div class="spoiler_body">The unidentified ship is headed for the Esmeralda. With them staying on an intercept course and refusing to identify themselves, it is a safe assumption to make that they are hostile.<br/><br/>The Chase will be played on a round-by-round basis, each turn representing one hour. Each round, the people controlling a vehicle makes a dexterity contest adding their proficiency bonus if proficient with a vehicle (sea) against the other ship. If the Esmeralda wins, they'll keep the distance between the two. If the other ship wins, they'll gain on the party. All of this assuming neither side has magical aid to speed their travel.<br/><br/>Unless someone takes over, the sailor at the wheel has a +3 modifier on this check. He is skilled and can improvise but has seen little combat himself.<br/>Weather will change and affect the speed and visibility of both sides. The weather can be successfully predicted with a wisdom (survival) check, for the next round. The characters, being part of the crew of the Esmeralda are all assumed to work on operating the ship during this time, pushing themselves and the ship to the limit, assuming different roles and positions on or below deck.<br/>Sending out the firebarrels will impose disadvantage on the pursuing ship on the turn they are used, and can be used once.<br/>Creative skill choices and ideas are of course always welcome :)<br/> <br/><br/>The chase ends if either side gives up or becomes unable to continue, or if the Esmeralda can hide from the pursuers thanks to some form of concealment (like a storm, or fog). Drawing out the chase too long risks the exhaustion of the crew and the PCs. Dealing with other threats (large sea storm, kraken, wild currents) will make escaping troublesome if encountered.<br/><br/>For now, the wind is good and vision is only obscured by the penumbra.</div></div>