A valorous knight transformed into a Plane Walker by a malevolent power now warps time itself — and unless the heroes follow him across the boundaries of reality, his obsession with rewriting his own death will tear open a permanent rift between the Negative Plane and the Material Plane.
Welcome to “The Plane Walker” 5E adventure! Within these pages, you’ll discover everything necessary to embark on this thrilling quest, complete with detailed descriptions of locations, encounters, NPCs, stat blocks, maps, and handouts.
This adventure also features a versatile and scalable system, allowing Game Masters to easily adjust the difficulty and complexity of encounters to suit their players’ preferences and skill levels. Whether you have a party of advanced players or beginners, you can tailor the challenges to ensure an exciting and engaging experience for everyone involved. The scalable system guides modifying creature statistics, making it simple to customize the adventure to fit your party’s level.
In “The Plane Walker,” a party of 3-5 characters (level 5) investigates bizarre temporal disturbances plaguing the remote village of Wyrm’s Hollow — livestock aging overnight, crops withering in hours, and shadows moving independently. The source is Aerion Tyvalis, a once-legendary knight who died defending innocents and whose soul was corrupted by a malevolent entity from the Negative Plane. Transformed into a Plane Walker and blinded by regret, Aerion has seized a Ruined Sanctum and is using a Temporal Gate to reshape his own past — unaware or uncaring that his actions risk a catastrophic planar breach. The party must investigate the village, battle through the Sanctum’s warped corridors, and ultimately chase Aerion into his own fractal demi-plane for a final confrontation where redemption and destruction both lie within reach. The adventure is divided into three parts.
Part 1: Call to Action
The party arrives in Wyrm’s Hollow where Mayor Wyeth greets them with desperate relief and a negotiable reward of 50–75 gp per adventurer — adjustable through Persuasion or locked by Intimidation. An optional opening encounter with Time-Phased Townsfolk, villagers caught in temporal ripples, foreshadows the chaos ahead and establishes the non-lethal stakes. Three investigation avenues reward thorough players: the Haunted Well at midnight reveals an ephemeral vision of Aerion’s presence; Calenor Thalorin, an eccentric elven sage obsessed with planar rifts, explains the temporal anomalies and identifies the Ruined Sanctum of Helm as their source; and the Abandoned Temple north of the village yields a tarnished silver amulet linking the blight to Aerion’s knightly order. With leads gathered and the villagers watching with cautious optimism, the party sets out for the fog-shrouded forest.
Part 2: Temporal Rift
The mist-laden forest path to the Sanctum is haunted by a six-entry random encounter table — Flickering Wolves, Temporal Sinkholes, spectral Echoes of Aerion, a Timeless Grove where motion is frozen, Shifting Landmarks that risk hours of looping, and a Momentary Reversal that briefly unwinds the last round of actions. The Ruined Sanctum itself, once dedicated to Helm, is saturated with warped temporal energy requiring hourly DC 10 Wisdom saves to avoid mounting vertigo. Seven chambers each carry their own threat and secrets: the Entry Hall hosts a Temporal Echo whispering fragments of Aerion’s memories amid mural clues; the Hall of Reflections spawns Mirror Duplicates from damaged glass and hides a Potion of Healing; the Collapsed Library pits the party against spectral Temporal Archivists and floating tomes offering arcane buffs at risk of backlash, with the Chronicles of Aerion revealing his belief in betrayal; the Temporal Vault tempts characters to siphon energy from four glowing orbs while Temporal Sentinels materialize, rewarding success with the Time Anchored boon; the Chapel of Helm guards a prayer mechanic for spell slot recovery behind a Temporal Wraith that enrages if interrupted; and the Guardian’s Chamber offers safe passage through a group social skill challenge against a stone construct whose cooperation grants advantage on Gate checks. At the Temporal Gate, two Corrupted Knights of Helm defend the pulsing portal amid arcane surge hazards — and the party chooses to stabilize the Gate to pursue Aerion, collapse it to stop the immediate breach, or refuse entry entirely, each path carrying distinct consequences.
Part 3: Final Confrontation
Crossing into Aerion’s fractal demi-plane, the party traverses shifting landscapes of polished marble and ancient cobblestones beneath a sky churning with visions of battles past and future. A six-entry travel hazard table and persistent passive dangers — Gravity Flux requiring Athletics or Acrobatics checks, hourly DC 14 Wisdom saves against temporal disorientation — punish complacency. The Temporal Fortress reflects Aerion’s fractured psyche across four chambers: the Hall of Regret animates statue guardians of Aerion’s fallen comrades, each killing blow triggering a psychic vision of the knight’s guilt; the Battlefield of Ages demands a three-success skill challenge through illusory warfare while Temporal Wraiths fade in and out, and a successful Persuasion call to Aerion mid-combat yields hints about the final fight; the Chamber of Echoes pits the party against Temporal Sentinels amid floating crystals whose timeline visions can reduce Aerion’s legendary actions with a DC 15 Arcana check. In the Negative Nexus, Aerion Tyvalis himself waits before a churning maelstrom of black and silver energy, supported by his lair-action Entity, which imposes Temporal Distortions, Planar Pulls, and Necrotic Surges each round. Three climactic paths determine the outcome: Redemption (DC 18 Persuasion) convinces Aerion the entity manipulated him and he seals the rift at the cost of his power or life; Combat Victory collapses the fortress and forces a desperate escape; Catastrophe allows the rift to merge the Negative Plane with reality, leaving the world corrupted and a campaign-scale invasion looming.
The conclusion shapes the world: Aerion redeemed transforms his legend from tragedy to hope and stabilizes time across Wyrm’s Hollow; Aerion defeated ends the immediate threat but leaves residual distortions for future adventures; the rift opened darkens the sky, corrupts the land, and sets the stage for a larger planar campaign. Rewards include the Chrono Blade, Planar Amulet, a permanent +1 initiative boon, and potential noble titles for those who prevented a planar crisis.
Release Date: 2025
Format: Digital (PDF)
Items Included
- The Plane Walker 5E (PDF)
- A B&W Printer-Friendly Version (PDF)
- Maps
- Illustrations (Generated with Midjourney)
- Monster Stat Blocks


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