RETURN TRIUMPHANT
A successful adventure boosts morale and sets the village on a path towards prosperity. Or, it at least undoes some of the harm that prompted the expedition in the first place.
To trigger this move, the PCs' return must be triumphant, something that makes folks celebrate or at least talk excitedly. If crinwin steal an infant and the PCs go into the Wood after them, triumph means saving the kid. It doesn't mean killing a few crinwin and returning with the child's corpse.
You'll have to feel this out in play. If a stranger limps into town raving about the raiders who butchered his caravan, well, no one expects the PCs to save his companions. They're probably goners, and triumph means putting those raiders down. But if it was the town's logging camp that came under threat, triumph would mean getting most of the workers home safely, regardless of whether they took out raiders. Priorities!
When in doubt, poll the table: if anyone (GM or player) thinks that the return isn't triumphant, the move doesn't trigger.
Remember to begin and end with the fiction. Don't just increase the steading's Fortunes, say (or ask) what that looks like. Show off the tearful reunions and the celebrations. Have NPCs thank the PCs in public and private ways. Bring it home!