[MENTION=6872997]Alex River[/MENTION] Welcome to ENWorld
I'm assuming you're comfortable converting AD&D to 5e? There's a product called
A Player's Primer to the Outlands with some great info. on the Outlands, though you'll need to adapt that into an adventure that suits your group. If you prefer modules, there's quite a few dealing with gate-towns in
Well of Worlds,
Great Modron March, and the various
Planes of ### boxed sets.
And I happen to have an Outlands encounter table written up for 5e created from a mix of sources & my imagination...let me dig it up for you...
Outlands Encounters (2d10)
2. Earth-berg. Floating chunks of earth and a scarred landscape remain after a chunk of land from the Outlands recently slid into another plane. Echoes of the other plane may remain.
3. Hermitage. A lonely cabin or homestead; the hermit living there might be a monk or petitioner in meditation, a proxy on the run from a god, or a victim of a curse relying on how the Outlands nullifies magic the closer one gets to the Spire to survive their curse.
4. Lost Blood War Patrol. A ragtag group of demons (MM), devils (MM), or yugoloths (MM) that fought in the Blood War and was cut off from the rest of their company or turned renegade. They raid villages and towns in the Outlands, and may or may not seek to return home.
5. Will-o’-Wisps. 1d4 will-o’-wisps (MM) lure creatures toward an old battlefield or hazard.
6. Bariaur Tribe. 10d10 bariaur seek better weather, hunting, or watering holes, enjoying friendly competitions on their journey. They’ll usually provide aid to the injured or lost.
7. Hinterlands Bandits. 3d4 bandits (MM) riding horses (MM) waylay travelers, using terrain to their advantage, springing an ambush or demanding treasure.
8. Living Land. The rivers, trees, and stones themselves have vague faces which come to life with the expenditure of Inspiration or a 1st level spell slot. After conversing for a time, the Land makes a decision about the characters. If they seem mostly neutral (or at least amenable to a neutral philosophy), the Land acts as a
commune with nature spell. If they seem of extreme alignments (or intolerant of neutrality), the Land attacks with awakened trees (MM), awakened shrubs (MM), and galeb duhr (MM).
9. Indep Village. A small secluded village following the credo of the Free League (also called “Indeps”) to seek independence above all else.
10. Trade Caravan. A caravan of various humans, half-elves, tieflings, and other races conducting trade with places in the Outlands like Ironridge. Guards, pilgrims, and refugees may be attached to the caravan.
11. Petitioners. A humble village of Outlands petitioners lead agricultural lives, keeping a record of their good, evil, lawful, or chaotic acts, attempting to attain perfect moral balance.
12. Animals. Select any animal. On the Outlands they may have unusual abilities, appearances, and different names. Some examples include: Giant Boars (MM) called “fhorge” which have four tusks, ravenous hunger, and a fiendish glint in their eye. Ravens (MM) called “wastrels” which feast on the fields of the Blood War and can deliver a wasting disease thru prolonged psychic contact. Worgs (MM) called “vorr” which can turn into living shadows and are extremely stealthy hunters.
13. Rilmani Settlement. 4d6 plumach rilmani lead isolationist lives as craftsmen, teamsters, and merchants, and are reluctant to aid or even deal with outsiders. Their opinion of adventurers is quite low as unproductive layabouts.
14. Relative Terrain. Each character sees a terrain feature differently, and for each of them the terrain is as they perceive it. For example, a thicket. Evil characters see it as razorvine (DMG), while good characters see it as blackberry bushes; chaotic characters see it as a non-sensical jumble of difficult terrain, while lawful characters see it as a manicured hedge maze with a winding path thru; and true neutral characters see it as a bush with berries that act as the
goodberry spell.
15. Mercane. A company of 1d4 mercane, 2d6 well-paid guards (MM), and attendants trading for rare commodities and magic items.
16. Modrons. A unit of 5d6 monodrones (MM), 2d6 duodrones (MM), 1d4 tridrones (MM), and a quadrone (MM) left behind on the Great Modron March, circumambulating the gatetowns of the Outlands. Several may have gone, or be on the cusp of going, rogue.
17. Slaad. A green slaad (MM) seeks out whatever esoteric knowledge it requires in order to transform into a gray slaad.
18. Spectator. A spectator (MM) guards a location or treasure, pursues an intelligence-gathering mission for Gzemnid, or governs a small village with strict alien rules.
19. Walking Castle. A castle with giant articulating legs treks across the land, inhabited by an eccentric mage (MM) or archmage (MM) seeking out arcane lore or an answer to a philosophical quandary.
20. Spell Crystal Storm. A whirling storm of fractured spell crystals - remnants of divination and summoning spells reaching from the Prime to the Outer Planes - looms on the horizon. The storm functions like heavy rain, but for each minute (or portion thereof) a creature is exposed to storm, they must make a DC 13 Dexterity saving throw or be struck by a spell crystal. A creature struck is effected in one of these ways (d6):
[SECTION]1-2. Blinded for an hour by images of another world.
3-4. Affected as per the
confusion spell for an hour as a barrage of questions fills their mind; answering questions satisfactorily ends the confusion early.
5. Randomly wink out of existence onto the Ethereal as per the
blink spell for the next hour. If located on the Outer Planes, randomly wink out to the Astral instead.
6. Transported to a Prime world by remnants of a summoning spell for an hour or until the terms of the summoning are fulfilled, after which they reappear in the Outlands.[/SECTION]