"Hauk, hold now! This is unseemly for our jarl's men. Enjoy your day. Be watchful." Hallbjorn reigns in Hauk, and the search party continue onward nodding politely to the daughters, their weary horses trudging through the mud as they head back toward Silvermeade Hall.
Fastvi wistfully watches the warriors depart, clearly somewhat taken by the attitude of the battle-hardened men. No sooner have you set off, Hallbjorn's party now out of sight, than she pipes up "Race you to the Meadows!". Spurring her horse forward she is off, leaping a nearby ditch and hurtling cross-country across the fields towards a nearby copse.
Spoiler: Mini-game!Only if anyone wants to try to stop Fastvi from riding off.
Initiative
Fastvi (1d20+2)[15]
Gunnar (1d20+3)[9]
DDW (1d20+2)[15]
Freyja (1d20+1)[14]
Skorri (1d20+2)[12]
Signy (1d20+1)[16]
Ride DC15 to jump the ditch (otherwise fall for 1d6 damage Edit: let's make it nonlethal damage)
If you win initiative and make the jump then a DC10 Ride check will catch Fastvi (you get two chances).
If you lose initiative and make the jump then a DC10 Ride check will still catch Fastvi (but you get only one roll).
If you don't catch her or fall from the horse, then...I'm sure things will be just fine