This is a WIP and I will keep finetuning and updating the content. Please stay tuned.
Two flavours:
A. The Midlands style
Step 1: Roll on the Party Bonds table (M, p. 81) -- These bonds provide the PCs with various roles in Midlands. Use these in place of, or in addition to, the ones in ToA during character creation.
Step 2: Focus on the key location/people/faction/foes/action depicted in the Bond, roll for a random encounter on the most fitting table by regions (M, pp. 115-127). Draw a connection between the Party Bonds and this current situation (one sentence is enough). Swap the monsters with the (closest) ones from ToA if appropriate.
Example: For Party Bonds, I roll an 8, which says "Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or failed prospectors of the Lost Roads." Since Dol-Karok is a stronghold in Ironhull Mountains, I proceed to the random encounters table for Ironhull Mountains or Sunstone Ranges" (M, p. 119) and roll a 9, which says "1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools." Even without the shackles, it's fight or flight time!
Step 3. Start hexploration (ToA, p. 134) and dungeon crawling (ToA, pp. 132, 218).
B. The open style
Step1: Commence the campaign with an intriguing yet simple idea (a vivid sentence is enough) to explain why the PCs show up here and now, such as:
- Escaping from a captor (e.g. prison break, collapsed dungeon, wrecked slave convoy)
- Running away from some pursurer(s) (e.g. bandits, wild beasts, monstrosities)
- Recovering from a knockout, wandering around without previous memory
... Or anything that drops the PCs right in the middle of an action. If needed, use the Deck of Signs and the Bones dice for inspiration.
Step 2: Determine the starting weather (see below, or ToA, p. 136). Use the following Initial Wilderness Terrain table to determine the terrain of the current hex (preferably on a 6-mile scale as suggested on p. 134 in ToA):
Then, roll on the corresponding Random Encounters table (ToA, pp. 143-155) to set up the very first scene/challenge/plot point. Determine the Starting Distances (ToA, p.139) of NPCs if appropriate. Also use the Deck of Signs for time, direction/orientation, and/or more sparks.
Step 3: After resolving the first event, start Hexploration as per the rules (ToA, p.134), using the following tables to determine the terrain when entering a new hex.
Step 4: Cartography
Initial knowledge: Since the world setting is Midlands, assume that your party has somehow obtained a simple world map (like the one in the Midlands book), or some of the PCs possess certain knowledge of the geography. However, as the party begins their adventure in an unidentified location, the PCs will have to make some effort to find out where they actually are on the map.
Until the party succeeds in locating themselves on the map, track the journey on a blank (6-mile hex) map.
During Hexploration, a Guide (ToA, p. 135) can make one attempt (free action) to deduce their current location in the Midlands. Make an Int (General Lore*/Wilderness Lore*) check, adding +1 for every 7 hexes explored (including the starting one) and for any relevant character background/feature. Two successes or one great success is required for the party to point out their location on the world map. Then compare the explored area with the Midlands map to locate the most likely hex(es) on the map. If there are multiple probable candidates, either roll to decide or choose at will. From this point onwards, use the (modified) world hex map to travel.
An alternative method is consulting the Bones (if, for example, the PCs have rather low Int scores and do not have General Lore or Wilderness Lore). To obtain the correct position in the world map, a PC needs to spend a Watch in order to accrue a set of three incremental positive results (1st = single YES, 2nd = double YES, 3rd = triple YES) at multiple attempts (once per day). Note that even if the result is a triple YES at the first attempt, it is still counted as a single YES. Negative (NO) results only indicate failure and do not cause any additional consequences.
A potential effect of prolonged exploration in this open style is that the terrain discovered may turn out to be different from what the map represents. And this is perfectly fine! This way the world map serves just as an old rough record and its details may not be entirely accurate. Ask the Oracle to seek an explanation for serious inconsistencies.