
DM Sothal |

Initiative, Round 1:
19 - Big Ern - unaware of battle- delay
17 - Queslin - attack
15 - Agerron - ride to forest
15 - Xanda
8* - Boar - badly hurt
6 - Majet
2 - Branomonrik
While Big Ern didn't notice the fight until he heard Lómion whickered loudly in pain, Queslin jumps of his horse, drawing his sword in the middle of the air, striking the boar from above, pearcing its hide and cutting a large wound.
A wound that size would normally have killed the animal, but as history told you, boars just keep fighting, and so does this one.
Lomión is freaked by the wild animal and the pain of the wound it suffered and bolts. provoking AoO
gore 1d20 + 4 ⇒ (4) + 4 = 8 damage 1d8 + 4 ⇒ (3) + 4 = 7
Hearing the boar squeaking and grunting in pain, Agerron rushes towards the edge of the forest, preparing his sword.
Big Ern and Xanda follow suit, while in the forest, the boar turns towards his tormentor, biting at Queslin's feet:
gore 1d20 + 4 ⇒ (1) + 4 = 5 damage 1d8 + 4 ⇒ (4) + 4 = 8
The blood-loss though makes it hard for the beast to stay upright and aim true, so Queslin now stands unharmed in front of the bleeding boar.
Ini, situation:
Round 1:
6 - Majet - move dog to run to forest?
2 - Branomonrik - same?
Round 2:
17 - Queslin
16 - Big Ern - about 20 ft. from boar, seeing the situation, mounted
15 - Agerron - same as Big E
15 - Xanda - same as Big E
8 - Boar?

DM Sothal |

Majet and Bran push their mounts to close in on the fight too, the dwarf clinging to his saddle as if it were his life.
Queslin swings his longsword again, but misses the boar.
Big Ern and Agerron get off their horses, closing in on the animal, one on the left, the other on the right. Queslin, Big Ern and Agerron are now flanking the boar.
Xanda keeps mounted, conjuring a blob of acid and flings it at the boar, leaving a sizzling mark on it's hide, that's only seeming to enrage the beast.
Not taking note of Big Ern and Agerron for now, the boar bites at Queslin some more:
gore 1d20 + 4 ⇒ (4) + 4 = 8 damage 1d8 + 4 ⇒ (5) + 4 = 9
Again it misses and the blood underneath it's feet is pooling.
Ini, situation:
Round 2:
6 - Majet - outside the forests edge, mounted, not much sight of the boar yet
2 - Branomonrik - about 20 ft. from boar, seeing the situation, mounted
Round 3:
17 - Queslin
16 - Big Ern - flanking the boar
15 - Agerron - flanking the boar
15 - Xanda - about 20 ft. from boar, seeing the situation, mounted
8 - Boar?

DM Sothal |

While Majet and Branomonrik just close in on the situation, Queslin once again misses with his longsword, while Big Ern turns into a wild animal all of his own, a bit foaming at the mouth when he swings his axe at the boar.
His attack is well aimed and the blade of the axe cuts through hide flesh and bone, down into the ground, splitting the neck in two clean.
Until blood pulses out, pushed by a heart making it's last beatings.
Big Ern:
1d6 ⇒ 4 STR damage

Branomonrik Assia |

Branomnirk dismounts, glad to be on solid ground yet again. "Ah, bring the beast closer and yerself as well if ye be needing the touch of Adabar." The dwarf says. He pulls out holy symbol and nears the horse.
"Oh Adabar, grant me your power to heal this beast, for it is a far walk and civilization has need of its strong, if treacherous legs."
He'll channel two times
1d6 ⇒ 4
1d6 ⇒ 3

DM Sothal |

After retrieving and taking care of Queslin's horse, the boar is prepared and lunch is being had.
You can even save some meat for the evening meal.
The head might make a nice decal over a chimney, but the fur is lost due to the big cut Queslin did to it, as well as the holes burnt from Xanda's acid.
After lunch you pack up things and keep closer together, riding through the Narlmarches towards the Thorn River Camp.
Any plans? Or shall I jump to the evening?

DM Sothal |

You might have missed it, but after the fight it was close to noon. Preparing the boar and things might have taken as long as two hours, so setting up camp for the night, when you got light for another 4 hours of riding?
Queslin would guess about that time to come to the Thorn River Camp.
Queslin: yes, this could be within the area you think the prankster-fey reside in.

DM Sothal |

Queslin leaves some trinkets for the fey, hoping it would befriend them further.
Having saddled up again, he rides up front again, but this time, with the group being in the forest, the rest follows a bit closer behind him.
You only have a rough map of the area, as you weren't here to map it in detail yet, but the general direction is clear to the elf, and so you only seldomly have to go back if you find yourself in an area too cramped with underbrush, or a hedge or something.
2 hours before nightfall you finally hear the sound of the Thorn River over the hard breeze, but now it starts to rain, as Queslin thought it would.
About half an hour away from the spot the bandits had their camp at.
Scout out? Or just ride in?

DM Sothal |

While most of the group stay behind, Queslin and Xanda? makes his way towards the former encampment, keeping to the ground, behind trees and bushes where possible.
It takes quite some time to get there, hopefully without someone noticing him.
Having been to the camp before makes it easy for him to find the trees the bandits used as watchtowers, but they seem unoccupied. No fire burns in the middle of the camp and no human or other creature is to be seen, as far as the elf can say.
Take a round around the camp to make sure? Or head back and gather the others?
About an hour before nightfall now, and the light isn't going to get better.

DM Sothal |

Though Xanda isn't very good in the whole sneaking and hiding thing, her eyes help Queslin to make sure that noone uses the camp right now.
Taking your time observing the place you are confident to be alone with Xanda and head back to the others, leaving the half-elf with the duty to start a campfire in the meantime.
Having left most of the equipment on your horses, taking only what could be usefull in a fight, Xanda has a hard time with the campfire. She hasn't much dry wood and no kindlings to prepare the fireplace, so when the rest arives, the half-elf knees next to it, cursing in elfish under her breath, rubbing two sticks on oneanother.
The camp is mostly the way you left it behind, with the graves of the bandits (made by Taras and Dimitry) in the clearing, some bigger treetrunks marking the perimeter of the camp.
One tree close by and one further off have a rope ladder hanging down, leading up to platforms for look-outs.
Nightfall. Or a bit thereafter.
Who's going to take watch-duty? Do you use the 'towers'?
Any special preperations?

Branomonrik Assia |

Branomonrik will take any watch, but later watches might be best with his darkvison.And while not the best at climbing, he will take up one of the towers if need be, with his darkvision and crossbow it might be a good place to spend his watch.
He also will do his nightly prayers to Adabar, leading any one else in Worship should they like.

DM Sothal |

Oh... well then:
Taking the watch-order as numbers + Big Ern for 6th:
3d6 ⇒ (2, 5, 1) = 8 (that's Majet, Xanda and Agerron)
Agerron, Majet, Xanda: please make perception checks DC13 (3+10 for sleeping/hibernating)
Also it has you grappled with barbed legs.