[sblock=Rules and explanations] Lantern: The lantern has shutters that will, along with the fog, make the light go away without snuffing the flame.
Only the 5 of you are in the boat (Fenwick, Riardon, Talon, Jin, and Dayna), and unless P8 retcons his actions after the bad guys go, the count will be 4 soon.
The Boat: The boat is difficult terrain when one tries to walk around in it. Rowing is a standard action per rower, and given the width of the boat, it will take two of you to row. Steering can actually be done by those rowing, and is considered part of the standard action. With two people rowing, the boat will move six squares per round. With four rowing, it can move ten squares in around. Maneuverability is such that only a 45 degree turn can be managed for each square moved in a straight line. The boat takes one round to drift to a stop after rowing. The boat drifts 2 squares along its last heading during this time. Stopping the boat takes a move action on the part of both rowers, which prevents the boat from drifting. A standard action, of course, will then be required to move the boat along its new heading.
If you are fighting in a boat, you must roll a DC15 athletics check every turn, or fall prone. If you fail by more than 5 (or roll a nat 1), you have to save vs. a fall. Upon a failure you fall into the water. Upon success, you fall prone in the boat. If there are more than six creatures in the boat of medium or larger size, the DC increases to 20. There’s also a 1d6 risk of capsize every time somebody falls prone in the boat. At which time everybody in the boat makes a save. Anyone who fails, falls prone in the boat as long as SOMEBODY succeeds. If everybody fails, the boat capsizes, and everyone ends up in the water adjacent to the boat in a square of the player’s choosing. If nobody fails, then there is no change in the status.
Swimming: Jumping into the water is a move action. The water is calm, so creatures do not drift when they stop swimming. The PHB handles swimming, so we’re going to follow those rules.
Fog: Fog in a close burst 3 around any creature is a lightly obscured square. Beyond that, squares are heavily obscured.
Lights can be seen and pinpointed exactly up to 16 squares away.[/sblock]