The randomness of the item seems designed to derail any specific plans a DM might have, which is fine if you're comfortable with winging it but is the opposite of how published adventures generally work.
The best way to use it might be to have a previous owner scatter MacGuffins throughout the planes, leaving a journal with instructions, perhaps vague, encoded, or in the form of riddles, allusions, or other puzzles, for exactly where to place the well in order to get to them. Perhaps an adversary also has a well of many worlds and a journal, or has the previous owner captive, and it's a race to see who gets to the MacGuffins first.
The 5e version eschews a random table for the idea that the well simply goes wherever the DM wants, which is easier to plan for.
Well of Many Worlds
- Gate (Planar) Dungeon Masters Guide, AD&D 1e 155
- Well of Many Worlds Gate (Planar) The Isle of Dread: Original Adventures Reincarnated #02, D&D 5e 206
- Well of Many Worlds Item Dungeon Masters Guide, AD&D 1e 155
- Well of Many Worlds Item The Isle of Dread: Original Adventures Reincarnated #02, D&D 5e 196, 204, 205, 206
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