Wanderer

The Wanderer is a gate with a unique feature–it has no fixed location on either end. Every few weeks (or months, or years) the Wanderer appears somewhere within Threshold, connecting that location to the far side of the world.

Usually, the Wanderer causes minimal disruption. On occasion, however, it wreaks utter havoc. Even more rarely, it brings good fortune.

Some observers have noted that the Wanderer appears to have a sense of irony. For example, when it appeared in the prisons beneath the headquarters of the Watch, the far side of the gate led to open sky thousands of feet above the earth.

Whether the Wanderer has resulted in good or ill, it’s departure is always cause for a celebratory party within the district.

The Keepers of the Gate have tried for generations to control The Wanderer, predict its movements, or at least discover its origins. So far, they have not been successful.

The Wanderer is a useful mechanism for introducing unexpected elements to your campaign. Use it to jumpstart the action, take the story in a new direction when you need a change of pace, or just mess with your players’ heads.

Here are a few locations that the Wanderer might connect to:

A meaningful place from a player’s past.
A picturesque tropical beach.
The lava-filled heart of an active volcano.
The bottom of the ocean.
The peak of the world’s highest mountain.
A trackless wasteland.
The depths of the Underdark.
A crypt bursting with cursed undead.
The most secure vault within Dragoncrown.
The Pit.
The Dread Vault.
The Spire.
Another planet.
Another plane of existence.

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