The return journey

In general, gloss over the trip home. The points of interest that you described on the way out probably haven't changed much. The party already faced the challenges you established when they Charted a Course. The trip home might still be long, and grueling, and even dangerous, but unless there's something new, just handwave most of the journey.

The trip home is a time to ruminate and consider. Describe the journey at a high level, maybe asking the characters some questions. "Vahid, what part of that Green Lord's tomb do you keep thinking about?" "Blodwen, how are you feeling about Danu right now?" "Rhianna, Caradoc... what are you going to tell Wynfor's mom?"

Suggest that the group Keep Company. It's a great way to explore how the expedition has affected the PCs and their relationships. It also adds a sense of time passing.

If the party wraps up an expedition at or near the end of a session, then you might even skip the return trip entirely. Take care of any bookkeeping that would happen when they arrived home, either now or between sessions. Then start the next session with the PCs already at home, maybe with some time having passed. Some love letters can be useful here!

Sometimes, though, returning home is as much of an adventure as the initial journey, maybe moreso. If the PCs…

  • bring something/someone back that makes the trip more difficult or dangerous (like a few sleds full of bear meat or a pampered, whinging minstrel);
  • are lost, badly injured, out of supplies, or hunted;
  • are racing to get home before something bad happens; or
  • return home by a different route, with new challenges and points of interest…

… then Chart a Course back to Stonetop and play out the trip home just like you resolved the initial journey.