Boat Ride
The six wizards pay their fares and are shown onto the vessel. The Mate, a mighty sailing man, shows you where to store any baggage that you have, while the brave and sure Skipper tends to a few last details before shoving off. Soon enough, you are underway and creeping upstream on the Quail River. Your progress upstream is difficult, but steady, and the oarsmen seem to be well-adjusted to the river. The Quail River flows in what is, at this point, a fairly broad expanse of open ground, with the Forest of Nen just visible as a darker haze on the northern horizon, and the Gaskar Hills a similar distance away to the south. Adjacent to both shores of the river is good farmland that is under cultivation. Visibility is good, and the river broad and serene. Coming out on deck some to watch the vessel's progress, you can see the occasional traveler, some on the road along one side of the river, some on the other. These mostly look to be farmers hauling wains of produce, but there are also other travelers present on foot or on horse. You leave the more civilized envisons of Pembrose well-behind, and continue your travel for about two hours after sundown. The farms lessen in both number and size as you go along. Then the skipper tells you, "It's about time for us to stop for the night. Halter, get the gear ready to pitch camp." You land and make a camp consisting of one large tent that provides ample room for everyone. Then supper is prepared and everyone eats their fill. The oarsmen are quite tired, so they turn in very soon after they eat, and are soon snoring away (but not loud enough to disturb anyone). You make it clear that you all need to be awakened early enough to have time for spell study in the morning, unless you would like to do that on the boat tomorrow (which would work equally well).
OOC: Are you going to set a watch, or leave that to the crew of your vessel?