Putting others to work

Before they go, the PCs might set the townsfolk to work. For example:

They could Muster (page 534), getting the town ready for trouble. Have them roll before leaving; they'll need to choose "the muster holds together even without your presence" if they want it to stick while they're gone.

They could Pull Together, having folks repair the granary or prepare fortifications or whatnot. They should commit resources up front, but shouldn't roll until they head home. That way, the players learn the success of the effort at the same time their characters do.

They might set individuals to a task, like searching the Chronicle or keeping an eye on Ergben. They might need to convince the NPC to do it. If the NPC is a follower, the task might trigger a move (like Seek Insight or Defy Danger)—in which case, have the player roll for the follower when the PCs return home, to see how it went. If the NPC isn't a follower, then just decide what happens and reveal it when the PCs return.

Make note of any such projects, so that you don't forget them later.