TEXT: 1
  
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  Dream Walkers
  The characters reach the lair of an elder brain and must make their way through its minions to recover the refugees. 
  May be able to get most the refugees out without facing the elder brain. But leaving the menace alive may have       
  consequences too dire to ignore.
  A Four-Hour Adventure for 11th-16th Level Characters
  Part 3 of the Dreamers storyline
  ALAN PATRICK
  Author
  Created for: Tidewater Comicon 2018
  Adventure Code: CCC-MIND01-03
  Optimized For: APL 13
  Version: 1.0
  Product Manager: David Morris
  Development and Editing: Ginny Loveday, David Morris
  Produced by: Mount Ogden Gaming Company
  Art and Cartography: Jay Africa (Glyph), Elven Tower (Map), 
  Some artwork copyright William McAusland, used with permission; 
  All other art artwork is licensed under a Creative Commons Attribution 0.0 Generic License https://creativecommons.org/share-your-work/public-do-
  main/cc0/
  Layout: Shani Knighton
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks,  
  Alan Patrick, Travis Woodall
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 
  
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  1ET, UK.
  Introduction
  Welcome to Dream Walkers, a D&D Adventurers 
  League™ adventure, part of the official D&D Ad-
  venturers League™ organized play system and the 
  Dreamers™ storyline.
   The adventure begins in a trading post near 
  Hillsfar, and much of the adventure takes place in 
  a fugue plane that has been artificially created and 
  sustained by vile mind flayer magic.
   This adventure is designed for three to seven 
  11th-16th level characters and is optimized 
  for five characters with an average party level 
  (APL) of 13th. Characters outside this level range 
  cannot participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making ad-
  justments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
   To figure out whether you should consider ad-
  justing the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party
  Strength
  3-4 characters, APL less than
  Very weak
  3-4 characters, APL equivalent
  Weak
  3-4 characters, APL greater 
  than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than
  Strong
  6-7 characters, APL less than
  Average
  6-7 characters, APL equivalent
  Strong
  6-7 characters, APL greater 
  than
  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  •	Read through the adventure, taking notes of any-
  thing you’d like to highlight or remind yourself of 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Familiarize yourself with the adven-
  ture’s appendices and handouts.
  •	Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps.
  •	Ask the players to provide you with relevant char-
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. 
   To facilitate this, keep in mind the following:
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to im-
  plement house rules or change those of the Adven-
  turers League, however; they should be consistent 
  in this regard.
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and at-
  tempt to deliver the experience they’re after. Every-
  one should have the opportunity to shine.
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay inter-
  actions without getting too frustrated over a lack 
  of information. This gives players “little victories” 
  for figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. 
  At the same time, make sure that the players don’t 
  finish too early; provide them with a full play expe-
  rience.
  
  4
  Adventure Primer
  “The future is a devious thing.”
  –Brian Lumley
  Adventure Background
  Reports of mind flayer attacks have slowed in 
  recent weeks, thanks to the efforts of a band of 
  brave adventures (MIND01-02 Mind Trip). Only 
  three reports have surfaced, and two of them were 
  tracked down to gnoll barbarians. The third report, 
  however, is more troubling: it was delivered by one 
  of Calypso’s trusted agents and contains a fantastic 
  yet dire tale, worthy of high adventure. The agent, 
  a toothless dwarf named Regis, raved about a mind 
  flayer colony that existed in multiple points (“ALL 
  POINTS! EVERY… where?... but not here…”) at once.
   Realizing that Phlan and the entire greater Moon-
  sea region may be at great risk, she has summoned 
  heroes to her side in Phlan.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this adventure.
   
  Calypso (kah-LIP-so). This fiery adventurer-turned-chancellor is in 
  charge of seeing Phlan rebuilt. She asks the characters to search the 
  Underdark for refugees and illithids.
   
  Regis (REE-jis). A toothless old dwarf and unabashed member of the 
  Zhentarim, he specializes in the procurement of hard-to-find goods. Has 
  been deployed by Calypso to investigate the missing travelers but has 
  not yet reported back.
   
  Daxlxorpoth Dreamscape (DAX-il-ZOR-pahth). The collective mind 
  of the Daxlxorpoth illithid colony is a dream-like world of creativity and 
  danger.
   
  Xalcazat. (ZAL-cuh-zat). The elder brain of the Daxlxorpoth colony is 
  young, brash, brilliant, and tyrannical.
  Adventure Overview
  This adventure is divided into five parts.
   Part 1. Phlan Meeting (30 Minutes) The charac-
  ters meet with Calypso and Regis. Upon receiving 
  Regis’ breakdown of events, the characters are 
  presented with a way to enter the fugue plane of 
  the mind flayers.
   Part 2. Behold Briny Brains! (150 Minutes) The 
  characters realize that the mind flayers are building 
  a new society directly on top of Phlan.
   Part 3. Pool of the Elder Brain (45 Minutes) The 
  characters must face an elder brain or succumb to 
  ceremorphosis.
  Adventure Hooks
  Use the following adventure hooks to get the char-
  acters to meet with Calypso in Phlan.
   Concerned About Phlan. The characters could 
  be concerned about the state of things in Phlan and 
  come to the region offering aid. Calypso reaches out 
  to any adventurer willing to help.
   Faction – Emerald Enclave. The lands along the 
  trade road to the west of Phlan have begun be-
  having differently. Intelligent creatures that travel 
  the road claim troubling headaches and lapses in 
  memory, and the migration patterns of the native 
  animals are out of order.
   Faction – Harpers. The Chancellor of Phlan was 
  once a Zhentarim agent. Although signs point to 
  her renouncing that role, the senior Harpers have 
  asked you to work closely with her – no matter the 
  cost. You are to ensure that the Chancellor works 
  for the people.
   Faction – Lords’ Alliance. If trade cannot flow 
  along the road between Hillsfar and Phlan, then 
  everyone’s livelihood is being put at risk. For the 
  good of the local economy (among other reasons), 
  the Lords’ Alliance has chosen to deploy you upon 
  this investigation.
   Faction – Order of the Gauntlet. The leadership 
  of the Order of the Gauntlet is troubled by the con-
  tinued reports of missing travelers. As one of the 
  ranking agents in the area, you have been tasked 
  with investigating and resolving the issue.
   Faction – Zhentarim. Any character that claims 
  membership in the Zhentarim is notified by Chaab 
  (the Zhentarim faction head for Phlan) that Regis, 
  a fellow Zhentarim agent, is behaving erratically. 
  He was last known to be working with Calypso on a 
  missing persons case.
   Great Reputation. Calypso reaches out to the 
  adventurers because news of their past deeds has 
  reached her ears. They remind her of herself when 
  she was an adventurer, so she trusts them.
   MIND01-01 or -02. If the characters have played 
  through MIND01-01 Lost in Thought or MIND01-02 
  Mind Trip, they already know about the problem. 
  Calypso calls on them to continue the job.
  Character Bonds
  Ask the characters what their bonds are and note 
  their responses before you begin play. This will be-
  come important once the characters delve into the 
  Dreamscape, as it gives you more roleplay opportu-
  nities.
  
  5
  Part 1. Phlan Meeting
  Expected Duration: 30 minutes
  The characters meet with Calypso in the Cracked 
  Crown Inn. She asks them to find a colony of mind 
  flayers and liberate their prisoners.
  The Cracked Crown Inn is a familiar sight to many a 
  weary traveler in Phlan. It efficiently mixes the smells 
  of the road with the comforting presence of inn em-
  ployees that ask exactly the right amount and type of 
  questions: not too prying, but enough to get you into 
  a flagon and a room.
   This grants a measure of anonymity to events that 
  take place here, and sometimes this is necessary. 
  Today is one of those times.
   You spot a cloaked tiefling in a corner booth; she 
  stands out just enough to be noticeable but not so 
  much as to be memorable in this place. Calypso, the 
  Chancellor of Phlan, beckons you over.
  Roleplaying Calypso (kah-Lip-so)
  Calypso is a former adventurer and recently elected 
  Chancellor of Phlan. She’s headstrong, confident, and 
  charming. The 30-year-old tiefling sorceress lives life 
  to the fullest and wants everyone around her to do 
  so, though she works as hard as she plays. Rebuilding 
  Phlan and looking after its people is her top priority 
  and passion (and making sure everyone knows how 
  hard she works and getting thanked for it is a close 
  second).
   Quote: “Asking for more gold? You remind me of 
  me. Damn.”
  Calypso’s Worries
  Calypso introduces herself as the Chancellor of 
  Phlan to any characters who don’t already know 
  her, buys a round of drinks and several platters of 
  appetizing basic food, and gets right down to busi-
  ness. She shares the following information with the 
  characters:
  •	Refugees traveling along the Iron Route on their 
  way back to Phlan having been disappearing for 
  months. Thanks to a recent group of adventures 
  this has largely abated. This may be the same 
  group of adventurers!
  •	Her confidence bolstered, she asked a close ally of 
  hers to investigate some additional reports. This 
  ally, a dwarf named Regis, is a former adventurer 
  and proud member of the Zhentarim. He was not 
  the same when he returned from his investiga-
  tion, and she is quite worried.
  •	Her instincts are telling her that the mind flay-
  ers are planning something far larger than just a 
  series of simple kidnappings. She fears that Regis 
  has an indication of their plot.
  •	Due to Regis’ erratic behavior since his return, he 
  has been placed into protective custody inside of 
  a secure location in town.
  •	She makes it very clear that all necessary actions 
  are sanctioned once the characters leave Phlan 
  and begin their investigation. She is coldly re-
  solved on this point.
  •	Calypso offers 2 diamonds worth 1,000 gp each 
  to the characters as a down payment. She also 
  places a scroll tube on the table. If you have Xana-
  thar’s Guide to Everything available, the scroll 
  tube contains a spell scroll of power word pain; if 
  you don’t, it contains a spell scroll of symbol.
  When the characters are ready to proceed, Calypso 
  pays for the bar tab of the assembled group and 
  leads them to a generic building near Podol Plaza. 
  Once inside, she explains that Regis has been se-
  cured here inside a hidden sub-basement, as she is 
  uncomfortable with him being near other citizens 
  of Phlan at this time. She wishes the characters the 
  best, and requires “a full report at the conclusion of 
  your mission.” With that, she takes her leave.
  Regis the Mad
  Once Calypso has let the characters into the 
  sub-basement, the characters can easily see Regis. 
  This room is locked from the outside (if the char-
  acters choose to do so; Calypso will not remain and 
  there are no other characters or creatures present). 
  Regis is sitting on a stool in a far corner, babbling to 
  himself and tracing imaginary symbols on the wall. 
  A crushed mattress of straw and some patchy blan-
  kets are pushed against the wall and an iron plate 
  with some form of gruel – apparently untouched – 
  is near the door.
  Roleplaying Regis
  Regis is a dwarf that deals in “lightly-used goods”, and 
  makes no secret of his Zhentarim affiliations. He is 
  mostly toothless, smells of wet tobacco, and fond of 
  mixing in dwarven curses and euphemisms whenever 
  possible. He uses his toxic personality to keep people 
  away, but anyone that manages to crack his poisonous 
  exterior find in him a steadfast, loyal ally.
   That aside, his time with the mind flayers has bro-
  ken him on a deep level. He quickly shifts topic and 
  tends to circle back to topics from earlier in conversa-
  tion as if nothing had happened. He is unaware of this 
  and is incapable of recognizing it, even if explained.
   Also appears in: CCC-LINKS-01 Champion of the 
  People
  
  6
  Engaging Regis in conversation is simple, but 
  understanding his ravings may prove to be a chal-
  lenge. He switches between Common and Dwar-
  ven freely; if a character that understands both 
  languages listens to him, they can attempt a DC 18 
  Wisdom (Insight) check. If successful, they discern 
  the translated portion of his statement. Any char-
  acter that can understand both languages has a 
  +2 bonus on their check. Use the following as the 
  foundation of this interaction, but feel free to create 
  additional rants along these lines (and share them 
  with your fellow DMs!):
  Regis’ Mad Ramblings
  Rant: “Two over one – peace and beauty! A thing of stony won-
  der!”
  Translation. “Two things have merged into one to bring peace. 
  The stones hold the solution.”
  Rant. “Beauty is inside all of us!”
  Translation. “Something has been implanted inside of us.”
  Rant. “I have brought them peace. Still waters and fine foods, fit 
  for royalty but intended for everyone!”
  Translation. “I have poisoned the food at water at the Cracked 
  Crown, and everyone that has been there is now becoming as I 
  am.”
  Rant. “The voice is as music, a lyrical lullaby to bring us joy. It 
  speaks now to me, and soon to you.”
  Translation. “There’s a voice in my head, and soon in yours.”
  Rant. “Seeds grow into truth. I bring you truth! Consume! For 
  peace – for all!”
  Translation. “I captured consumables that will show you truth. 
  Consume them and bring peace to us all.” Regis is pleading, nearly 
  begging, the characters to eat the seeds.
  Rant. “Sharp sharp sharp and gone, gone is my sharp and it’s gone 
  and it’s sharp and it’s mine!”
  Translation. “I dropped something precious to me.” It can be 
  surmised that Regis dropped a dagger or knife somewhere and is 
  begging for its return.
  The characters should now realize that everyone 
  that has had food or drink at the Cracked Crown 
  since Regis’ return is now potentially infected by 
  whatever has befallen him. He is unfortunately un-
  able to explain further due to his madness.
  During his rants Regis will seem to be idly flipping 
  his fingers about and exhibiting muscle tics. Any 
  character that knows thieves cant immediately 
  recognizes what he is doing and realizes that he is 
  signaling that he is telling them “seeds in the mat-
  tress”. Once this is realized, a DC 16 Wisdom (In-
  sight) check can confirm that Regis is using thieves 
  cant as a way to send the extra message about 
  contraband hidden inside the mattress.
   Some characters may wish to cure Regis of what-
  ever malady has befallen him. Allow them to ex-
  periment with Medicine and Arcana checks or even 
  the creative use of spells, but they are unable to 
  cure him at this point. Regis is in the early throes 
  of ceremorphosis and is slowly turning into a mind 
  flayer. No physical signs exist, but his deteriorating 
  sanity may seem very familiar to characters that 
  are exposed to the lore surrounding the vile mind 
  flayers or that have played in multiple adventures 
  featuring these terrible creatures. Nothing short of 
  a wish spell can reverse this process at this time. 
  More information on ceremorphosis can be found 
  in Volo’s Guide to Monsters if you desire it.
   Once the characters have determined the mean-
  ing behind Regis’ mad ramblings, they can rum-
  mage inside his tattered mattress and discover a 
  small, moist leather sack full of the mind flayer-af-
  fected “seeds”. Despite looking like small glittering 
  pearls, they reek of brine. If the characters consume 
  the seeds, proceed to part 2. If the characters wish 
  to report back to Calypso first, move to Confirma-
  tion before proceeding to part 2.
  Mind Flayer “Seeds”
  The “seeds” that Regis escaped with are actually powdered mind flayer 
  eggs, shaped into a pill-like form. They resonate with magic and psionic 
  energy, and any creature that handles one must succeed on DC 16 Wis-
  dom saving throw or be faced with a strong desire to consume it imme-
  diately. These seeds only affect living creatures, and have no effect on 
  constructs or unnatural creations even if those creatures are considered 
  “alive” (ie: golems, shield guardians, simulacrum, and so on).
   
  Consumption of an entire mind flayer seed causes the creature to im-
  mediately become transported to the fugue plane that the mind flayers 
  have created.
   
  Characters that wish to learn more about the seeds may attempt DC 
  22 Intelligence (Arcana) checks to identify their origin as mind flayer 
  eggs, and that they will lose their magical qualities in the next few 
  hours. Nothing further can be learned unless an identify spell is used; 
  even legend lore grants no insight.
   
  Mind flayer seeds cannot be used outside of this adventure and do 
  not count as magical items, permanent or otherwise. These seeds rep-
  resent a new method that the mind flayers are experimenting with, and 
  are not the normal method of inducing ceremorphosis.
  
  7
  Confirmation
  If the characters wish to relay the news that Re-
  gis has given them, Calypso is certainly willing to 
  listen. She remains steadfast in her desire to erad-
  icate the threat but is very much taken aback that 
  the mind flayers are beginning to transpose their 
  colony directly over Phlan itself. After considering 
  the news, any or all of the following may occur at 
  your discretion and need:
  •	She suggests a full search of Regis’ cell (result-
  ing in the characters finding or being given the 
  seeds).
  •	She urges the characters to consume the seeds 
  and “take the fight to those slimy bastards”.
  •	She assures the characters that she will employ 
  the best resources she can muster to find a cure, 
  but implores them to bring back anything they 
  can find that might help.
  •	She steadfastly demands the eradication of the 
  colony. “Enough is enough. These are my people, 
  and I will do everything I can do ensure their sur-
  vival and safety. Make the mind flayers suffer for 
  what they’ve done.”
  Calypso is focused on the preservation of her peo-
  ple and is unwilling to hear out any plan that in-
  volves murdering the people of Phlan. If Regis was 
  killed by the characters she is greatly angered, but 
  assures the characters that this matter will need 
  to be resolved later – more important things are at 
  stake right now.
  Treasure
  Calypso gives the characters 2 diamonds worth 
  1,000 gp each and a spell scroll of either power 
  word pain or symbol.
  Part 2. Behold Briny Brains!
  Expected Duration: 150 minutes (2½ hours)
  This section sees the characters exploring a mind 
  flayer-tainted version of Phlan and learning about 
  the vile plan of the brain eaters. Things once famil-
  iar become alien, and the characters may discover 
  that sometimes a foe can also be an ally.
   If the characters have not yet determined that 
  they need to consume the seeds from Regis’ mat-
  tress, take a few moments to have them meet with 
  a trusted arcanist NPC (Calypso was herself an 
  accomplished warlock) or herbalist (Bitter-blos-
  som from CCC-LINKS-01 may be a good fit), or even 
  devise some other creative method to convince 
  them to do this. 
  The Fugue Plane; or, Halfway to the Far Plane
  The Fugue Plane is an evolution of the Daxlxorpoth Dreamscape, which 
  the characters may have encountered in MIND1-2 Once More into the 
  Darkness. It has been adjusted by the mind flayers to be closer in feel 
  and presentation to their purported home in the Far Plane, and has the 
  following general features:
   
  The Membrane. A thick, rubbery membrane can be seen just a few 
  feet above the buildings. This membrane is covered in thick mucus 
  and is immune to damage. If a creature is adjacent to it, they can peer 
  through – although obscured, there appears to be the normal country-
  side of the Moonsea just beyond the membrane. A creature undergoing 
  ceremorphosis cannot pass the membrane unless the elder brain wills 
  it.
   
  Buildings. The buildings all appear to be made of their normal 
  materials, but on closer inspection they are actually made of bone and 
  cartilage, with thickened mucous for mortar.
   
  Illumination. Pulsing lights stream through the mortar lines and arc 
  through the air. While harmless, this provides ambient dim light.
   
  Scents. An overpowering scent of brine fills the air and cannot be 
  removed.
   
  Granted Powers. Intelligent creatures in this place gain the following 
  granted powers:
   
       Flight. A creature without a flying speed gain one equal to its walk-
  ing speed.
   
       Telepathy. A creature that speaks or understands at least one 
  language can communicate telepathically with other creatures it can see 
  that also speak or understand at least one language to a range of 120 
  feet.
   
       Manifest. A creature with at least one free hand can use its action 
  to create an object small enough to hold in one hand that appears in its 
  free hand. That object cannot be magical and disappears if the creature 
  lets go of it or leaves the Fugue Plane.
   
  Gated Access. A mind flayer can enter or exit the Fugue Plane at their 
  discretion, but characters are stuck here until they either destroy the 
  elder brain or convince it to let them go.
  The characters should not be surprised with the fact that the seeds 
  they ingested are causing ceremorphosis to begin. Unless they act with 
  haste, they risk not only becoming mind flayers themselves – but allow-
  ing every resident of Phlan to become a mind flayer as well.
  
  8
  The Lay of the Land
  Once the characters consume the seeds, they find 
  themselves interacting with a different version of 
  Phlan. It should become apparent fairly quickly that 
  they are now wholly within the machinations of the 
  mind flayers – and that unless they act quickly, they 
  will succumb to ceremorphosis and become mind 
  flayers themselves.
   The town is now a dark reflection of itself. The 
  buildings look familiar but alien, as wet and crys-
  talline webbing extends between the walls, and the 
  buildings appear to be built from cartilage. No sky 
  can be seen thanks to the membrane, and a heavy 
  scent of brine – not unlike stale sweat – can be de-
  tected but not masked, as it permeates everything.
  ADJUSTING THE ADVENTURE
  Very Weak and Weak Party. The characters may spend the 
  equivalent of 12 in-game hours resting, exploring, or adventuring   
  before ceremorphosis is complete.
  Average Party. The characters have 10 in-game hours to com-
  plete their mission before they succumb to ceremorphosis.
  Strong Party. For every two mind flayers or mindwitnesses 
  destroyed while in the Fugue Plane, there is a cumulative 20% 
  chance that one of the mind flayers will be upgraded to an 
  ulitharid  in the next combat. If it is already an ulitarid, add two 
  intellect devourers instead. Additionally, the characters have 6 
  hours to complete the mission before ceremorphosis is com-
  plete.
  Very Strong Party. As a Strong Party, the characters have only 4 
  hours before ceremorphosis is complete and they become mind 
  flayers.
  The race against the ceremorphosis process should not be a 
  surprise to the characters, especially in strong or very strong par-
  ties. Consider allowing Insight, Medicine, or Arcana checks at DC 
  10, or even just an innate knowledge of “something is wrong”. 
  Delivering the exact timeline is up to the DM’s discretion, but 
  be sure to provide appropriate motivation and keep it fun! Once 
  ceremorphosis is complete, the character becomes a mind flayer 
  and is immediately retired from Adventurers League play until 
  such time as they can be subjected to a wish spell – this is the 
  only way to reverse this process.
   If the characters wish to learn more about their 
  new environment, allow them to make DC 18 Intel-
  ligence (Arcana or Nature) checks. You can extrap-
  olate information from the sidebar or consult Volo’s 
  Guide to Monsters for a more immersive experience. 
  Please note that a more immersive experience may 
  require more time, and this may not be an ideal 
  option for time-sensitive environments like conven-
  tions or public play at a retail store.
  Strangers in a Strange Land
  The characters will quickly find that creatures 
  other than mind flayers inhabit this space. Plenty 
  of other humanoids shuffle from place to place, but 
  they are incapable of responding to anything but a 
  mind flayer – for they are cattle and nothing more. 
  If the characters investigate, it is easy to see that 
  many of these humanoids (humans mostly, with 
  a fair number of elves and gnomes but very few 
  dwarves) have holes in their foreheads similar to 
  the wounds that a mind flayer would leave.
   You can build a sense of wonder and amazement 
  with verbal narration, but take care to not build so 
  many interesting things that the characters become 
  sidetracked!
  Intruders! 
  As the characters gain their bearings and step out 
  of whatever building they are in, they are imme-
  diately accosted by two mind flayers and two 
  mindwitnesses. These creatures are patrolling 
  the streets of the Fugue Plane and are immediately 
  aware of the fact that the characters are neither cat-
  tle nor thralls. They cannot be bargained with, and 
  will attempt to destroy the interlopers!
   As combat progresses, the creatures will taunt 
  the characters with things like the following phras-
  es. Of the provided list, only the first one must be 
  stated as it provides the characters with insight on 
  how to proceed through the adventure.
  •	“The mindwitnesses keep the elder brain safe 
  from your meddling! You will never find them 
  all!” 
  •	“You will become one of us!”
  •	“Ceremorphosis has already begun – you already 
  bear our mark, cattle!”
  •	“Xalcazat has already foreseen your arrival! Aban-
  don hope and surrender!”
  •	a similar taunt of your own creation
  Ultimately this encounter should be an introduc-
  tion to this place and should not be a significant 
  challenge. For weaker tables, consider removing a 
  mind flayer. 
   When the mindwitnesses are defeated, a wave 
  of psionic energy tears through the environment. 
  Buildings shiver and sway and a growling scream 
  of incomprehensible rage fills everyone’s mind. No 
  check is needed to confirm that this is a significant 
  development, and that finding more mindwitnesses 
  is key to surviving this place.
   The characters are free to move on to any of the 
  following sites or explore as they see fit. You should 
  guide the group through encounters that best deliv-
  
  9
  er an enjoyable experience to all involved, as there 
  is no need to play every encounter before moving 
  to part three. The characters must find more mind-
  witnesses before they can learn the location of the 
  elder brain.
  Mindwitness Encounters
  The characters will need to eliminate three more mindwitnesses in 
  order to remove the first layer of protections surrounding the elder 
  brain – and the third one is found at the beginning of part 3! To keep 
  things simple, during the exploration of Fugue Plane Phlan, only a single 
  mindwitness must be located and defeated.
   
  Feel free to build a combat encounter using the following guidelines 
  into any of the following areas. It is suggested that a group has two 
  non-combat encounters and two combat encounters, though you may 
  adjust this if your party is not interested in roleplaying or if they are 
  struggling with the combat in this adventure. The only non-optional  
  combats are “Intruders!” and the entirety of part 3.
  Bruisers. One ulitharid, four intellect devourers, one mindwitness.
  Arcanists. Two mind flayers, two intellect devourers, one mindwitness.
  Cockburn’s Grocery
  Note. It takes 30 minutes to travel to Cockburn’s 
  Grocery if moving at a normal pace. If the charac-
  ters are moving stealthily or sticking to side streets, 
  this increases to one hour. This time reflects both 
  the travel to and the challenges contained therein.
   This place still functions as a supply house even 
  in the Fugue Plane. Mind flayer thralls – humanoids 
  fully under the control of the horrible creatures – 
  oversee the buying and selling of mundane gear 
  as if nothing has changed. The characters may see 
  familiar faces from town if they linger. Attempting 
  to purchase anything here will result in a mindwit-
  ness encounter, as the “coin” of this place is bone 
  chits inscribed with qualith (the native language of 
  the mind flayers) symbols.
   The characters can attempt to hide in this place 
  while setting up a plan or watching for mindwit-
  ness patrols. While Cockburn’s Grocery is not an 
  appropriate place for a rest, they can spend up to 
  an hour in in here discussing their plans with no ill 
  effects. Casting spells, like purchasing goods, re-
  sults in a mindwitness encounter.
  Inn - The Cracked Crown
  Note. It takes 30 minutes to travel to The Cracked 
  Crown if moving at a normal pace. If the characters 
  are moving stealthily or sticking to side streets, this 
  increases to one hour. This time reflects both the 
  travel to and the challenges contained therein.
   The Cracked Crown in the Fugue Plane is now a 
  place of broken skulls – literally! The mind flayers 
  have taken to throwing unruly thralls and cap-
  tives to the neolithid that is kept in a shallow pool 
  inside the building. Once the characters enter, the 
  barely-intelligent beast roars with hunger and the 
  remaining mind flayers scatter.
   At the beginning of the second round, two mind 
  flayers join the combat. They all fight to the death.
  Treasure
  Inside the belly of the neolithid can be found a 
  sealed scroll tube containing a spell scroll of mass 
  suggestion. The scroll tube itself is a semi-magi-
  cal trinket with the wicked quality from the What 
  Minor Property Does It Have? Table as found in 
  chapter 7 of the Dungeon Master’s Guide. This quali-
  ty may not be immediately apparent but provides a 
  roleplay tool if you have access to the DMG; it is not 
  required for this adventure.
  Inn - The Laughing Goblin
  Note. It takes 30 minutes to travel to The Laughing 
  Goblin if moving at a normal pace. If the characters 
  are moving stealthily or sticking to side streets, this 
  increases to one hour. This time reflects both the 
  travel to and the challenges contained therein.
   This tavern is located by the waterfront and is 
  currently home to six inebriated mind flayers, 
  apparently drunk from what can only be described 
  as “pickled, soured brains”. The stench is incredi-
  ble, but this also represents an opportunity for the 
  characters to destroy these mind flayers without 
  any significant fight. If they do, they earn experi-
  ence as noted in the XP Awards section at the end 
  of the adventure. Furthermore, the elder brain 
  takes note of this action and psionically urges the 
  ceremorphosis to advance by one hour.
   Any character that enters the Laughing Goblin 
  must succeed on a DC 14 Constitution saving throw 
  or be poisoned for one hour. Failing this saving 
  throw by 5 or more increases the duration to four 
  hours and adds one level of exhaustion until the 
  character completes a long rest.
  
  10
  Treasure
  The slain mind flayers have a number of gems 
  between them, worth a combined 1,250 gp. The 
  characters also find Regis’ lost dagger that bears 
  the mark of the Zhentarim; while not particularly 
  valuable, he may appreciate having it returned. 
  Inn - The Velvet Doublet
  Note. It takes 30 minutes to travel to The Velvet 
  Doublet if moving at a normal pace. If the charac-
  ters are moving stealthily or sticking to side streets, 
  this increases to one hour. This time reflects both 
  the travel to and the challenges contained therein.
   As with Phlan’s Velvet Doublet, this place in the 
  Fugue Plane also caters to exotic tastes and indel-
  icate escapes from the world. Mind flayers in vari-
  ous states can be spotted delicately sampling from 
  the still-living heads of many different exotic races, 
  including dragonborn, tieflings, and more. Should 
  the characters decide that they wish to attack, it 
  should be made clear to them that this would not 
  be wise as there are dozens of mind flayers, ulitha-
  rids, and other such creatures inside.
   If the characters wish to investigate the inn 
  without inciting the anger or ire of the patrons, 
  they may attempt to do so. Allow them to craft 
  viable defenses and make DC 16 Charisma (Decep-
  tion) checks to enter the premises, but stress that 
  speaking aloud or presenting a strong personality 
  will likely destroy their deception. Splayed across 
  a table near the center of the room and surround-
  ed by the mind flayers and their meals is a map of 
  Phlan; a colored pin has been stuck into it. On close 
  inspection, the pin resembles a tiny mindwitness – 
  it is a safe bet that the pin indicates the location of 
  the next mindwitness (or the location of the elder 
  brain, if the mindwitness has already been elimi-
  nated).
  Podol Plaza
  Note. Unlike most other zones of the city, no addi-
  tional travel time is required to get to Podol Plaza. 
  This is because of the Plaza’s reputation as a slave 
  market; mind flayers pay the characters no addi-
  tional attention in this place so long the characters 
  don’t call attention to themselves.
   Where Podol Plaza serves as an open-air mar-
  ket for the people of Phlan, the mind flayers have 
  turned this place in a slave market for creatures of 
  all types. This is an ideal place to insert a mindwit-
  ness encounter.
   Due to the amount of activity in this place the 
  characters can pass more or less freely through, so 
  long as they do not cast spells or act aggressively. If 
  they take necessary precautions to act as it they are 
  thralls, the assembled mind flayers will leave them 
  be. 
   Should combat break out for a mindwitness en-
  counter, the remaining mind flayers and slaves flee 
  the Plaza. If combat breaks out because the charac-
  ters are too aggressive, the assembled mind flayers 
  still attempt to flee with their slaves after attempt-
  ing to stun the characters with a mind blast.
  Treasure
  Once the mind flayers flee this space, the characters 
  can find discarded gems worth a combined 750 gp.
  Scholar’s Square
  Note. Unlike most other zones of the city, no ad-
  ditional travel time is required to get to Scholar’s 
  Square. 
   This small square leading to the great library 
  of Phlan is now covered in alien writing: qualith, 
  the native language of the mind flayers. It is not 
  normally readable by non-mind flayers, but due 
  to the ceremorphosis that is currently affecting 
  the characters, they can run their fingers over the 
  bumps and ridges and make a DC 14 Intelligence 
  saving throw. If they fail this saving throw, they 
  gain a level of indefinite madness. Either way, they 
  can read one of the following messages. A charac-
  ter that attempts to read more than once results in 
  that character gaining a level of indefinite madness 
  with no saving throw; you may wish to describe a 
  sense of impending doom or creeping horror as the 
  character reads the message so that the character 
  can stop early and to ensure that this does not feel 
  like an “out of the blue” punishment.
  
  11
  •	The mindwitnesses weave the web of protection.
  •	Thought and synapse, like crook and cane.
  •	All cattle shall do as cattle are intended to do.
  •	The elder brain ushers in a new age!
  •	Over and under, through and between: eternity is 
  as it was and shall be and is.
  •	Anchored here by the godbrain, and spreading 
  from here to final peace.
  The library is blocked off by the membrane and is 
  not part of this adventure.
  Sokol Keep
  Note. Sokol Keep is not convenient to get to. If the 
  characters are determined to reach the island, let 
  them know that it will take approximately 90 min-
  utes (1.5 hours) of travel in each direction. Do not 
  hesitate to encourage the characters to visit other 
  parts of the city instead.
   Sokol Keep is located on an island a short way 
  off into the harbor. The thick, briny water is stom-
  ach-churningly foul and has more than a few un-
  identifiable lumps within it. If the characters pause 
  on the shoreline, they may spot what appears to be 
  a tentacled shark or some other large marine pred-
  ator within the water. 
   The contents of Sokol Keep are not detailed here 
  but maps can be found in DDEX1-02 Secrets of 
  Sokol Keep. For time-sensitive games, consider de-
  scribing a psionic barrier preventing passage. For 
  home play or more relaxed environments, consult 
  the maps from that adventure and include a mind-
  witness encounter if you like.
  Stojanow Gate
  Note. It takes 30 minutes to travel to Stojanow Gate 
  if moving at a normal pace. If the characters are 
  moving stealthily or sticking to side streets, this 
  increases to one hour. 
   The massive walls of Stojanow Gate are literally 
  pulsing with inner life. This is a gruesome display, 
  but serves no mechanical purpose for this adven-
  ture. It detects as an evil creature but is immune to 
  all spells and damage. If nothing else, this should 
  be an indication that the mind flayers are hard at 
  work crafting new types of aberrant monstrosities 
  to unleash upon the world.
   Should the characters linger here, a cacophony 
  of telepathic voices rises up in their minds. If this 
  does not cause them to leave the area immediately, 
  the voices become incoherent, rage-filled scream-
  ing and each character must succeed on a DC 16 
  Constitution saving throw or else gain one level of 
  exhaustion.
  Valhingen Graveyard & Valjevo Castle
  The graveyard and castle are completely closed off 
  from the town in the Fugue Plane. No method or 
  action that the characters possess will allow them 
  to access these areas.
  Moving Forward
  Once the characters have destroyed one mindwit-
  ness, an angry tremoring rumble begins to ema-
  nate from one of the listed locations (your choice 
  as to which). Any encounter there is removed and 
  replaced with the entirety of Part 3, though any in-
  dicated treasure is still present. The elder brain has 
  been magically hiding itself as the Fugue Plane has 
  been built, but it now knows that the characters 
  represent a significant threat.
   The characters may proceed directly to Part 3 
  by tracking the sound, or, if there is enough time, 
  they may wish to explore one or more of the other 
  locations. Bear in mind that no more mindwitness 
  encounters will take place, but there’s still a chance 
  to find the neolithid if they have not already done 
  so!
  
  12
  Part 3. Pool of the Elder Brain
  Expected Duration: 45 minutes
  The characters confront Xalcazat, the elder brain 
  of Daxlxorpoth. Xalcazat will do everything it can 
  to win – or failing that, to survive until it is better 
  prepared to face the characters once more. It is not 
  important if the players learn its name or not.
  Intersection of Realities
  The walls of this place are out of focus and appear to be melting away, 
  only to immediately reform. A large pool that stinks of brine and worse 
  rests in the middle, and inside is a bloated and discolored, tentacled 
  brain.
   
  “You will be consumed, and only then will you know true peace…” it 
  whispers telepathically.
  Xalcazat has puzzled out how to keep its colony 
  simultaneously anchored to the world and yet unaf-
  fected by it. However, doing so has torn a rift in the 
  very fabric of magic in this place as the mind flayers 
  have been forcibly injecting more and more psionic 
  energy into reality here. In addition to the Xalcazat 
  the elder brain, there is one mindwitness and 
  two mind flayers. 
   Until the mindwitnesses are eliminated, Xalcazat 
  cannot physically interact with the characters. It 
  can, however, use its mind blast, psychic link, and 
  sense thoughts actions. It can also use its break 
  concentration, psychic pulse, and sever psychic link 
  legendary actions, as well as its lair actions. When 
  it realizes that its protections are about to be elim-
  inated, it will attempt to negotiate with the char-
  acters – it is highly intelligent, but a coward and a 
  bully. It is not above using plane shift to escape if 
  the characters are unwilling to parlay.
   The mindwitness hovers 20 feet off the ground 
  and spray its eye rays at every opportunity. They 
  only make melee attacks when they have advantage 
  or if their victim has disadvantage on Intelligence 
  saving throws. They fight to the death.
   The mind flayers seek to stun the characters as 
  quickly as possible, but do not seek to kill them – 
  that is a special treat that Xalcazat has demanded. 
  They fight to the death.
   Be aware that this is the elder brain’s lair and it 
  can use any lair actions available to an elder brain!
  Even Thought can be a Weapon
  This combat should be epic and fast-paced. It can be a mind-bending ex-
  perience, so feel free to narrate or adjust rules as needed to ensure that 
  the characters have an appropriately epic experience. If Xalcazat escapes, 
  that’s okay – be sure to notify the Tidewater team if this happens!
  Adjusting the Encounter
   Here are recommendations for adjusting this combat encounter. These 
  are not cumulative.
  • very weak or weak party. As average party, and the  elder brain 
  can only use telepathy until the mindwitness is slain.
  • average party. The characters have advantage on the first saving 
  throw they make that would otherwise result in being stunned.
  • strong party. replace the mind flayers with ulitharids.
  • very strong party. As strong party, and add 1 mind flayer.
  What if… the characters flee?
  It’s possible that the characters might decide to flee if they find that 
  they cannot hurt the elder brain. DMs are empowered to use the mon-
  sters and encounters presented in this adventure to construct a fun and 
  appropriate way for the characters to destroy enough mindwitnesses to 
  remove the elder brain’s protections, should this happen.
  What if… the characters are too strong?
  The ‘Adjusting the Encounter’ section above provides for combat 
  guidance, but sometimes additional tweaking is needed. Remember 
  that this is the elder brain’s lair and the Fugue Plane is its construction; 
  if it feels supremely threatened, it might reverse the gravity in the local 
  area, fill the immediate space with brine, or something other ter-
  rain-based effect. Get creative, and remember… reality is relative!
  Conclusion
  With the elder brain defeated – either killed or 
  driven off – the characters are free to pillage its 
  lair. If the elder brain was killed, the fugue plane 
  crumbles and dissolves with its contents scattered 
  across an unknowable number of realities – and 
  possibly even destroyed in the process. The charac-
  ters, however, are safely deposited back on Faerun 
  due to their heroic nature and sheer force of will. 
  As they gather their wits, they recognize their 
  location: inside Regis’ cell in Phlan. Where he once 
  stood is now a large pool of briny water – and the 
  dwarf is inside it.
  
  13
   Regis can be pulled from the bottom of the pool. 
  The dwarf is alive but unconscious and trapped 
  within a bubble of mucous. The dwarf can be 
  revived but will need at least a tenday to recover 
  from his wounds – no amount of magical healing 
  short of a heal or wish spell will restore him any 
  faster. However, the death of the elder brain halts 
  the ceremorphosis process that was affecting Regis 
  and the characters; feel free to ad-lib the resultant 
  effects, or simply inform the players that they are 
  no longer subject to this malady.
   There are many resonance tablets inside the 
  briny pool and each are recorded in qualith, the 
  native language of the mind flayers. Any character 
  that wishes to read a tablet must succeed be able to 
  read this alien language, be affected by comprehend 
  languages (or a similar effect), or succeed on a DC 
  16 Intelligence saving throw for each tablet they 
  read. Attempting to read the tablets without doing 
  one of the above results in the character earning 1 
  level of indefinite madness (DMG); this madness 
  can only be removed when the character dies. Each 
  character may read one tablet and learn one of the 
  following, as reading more than one overloads the 
  mind causing the character to earn 1 level of in-
  definite madness as described above and failing to 
  learn anything new:
  •	Plans to move the entire mind flayer society to 
  the fugue plane. This includes using an assault by 
  “heroes” to cover the transport of a new ulitharid, 
  hundreds of tadpoles, and ceremorphosis equip-
  ment to the fugue plane for protection.
  •	Brief notes about two mind flayers being sent far 
  to the west in search of an ancient elder brain. 
  There are references to mind flayer ghosts, but it 
  does not make much sense.
  •	A census and tally of all slaves that were harvest-
  ed from the trade road.
  •	Notes about previous (failed) attempts to turn 
  fire giants from Maerimydra into mind flayer 
  thralls. Apparently ceremorphosis takes much 
  longer for these massive creatures.
  •	Brief notes about the establishing of the fugue 
  plane. Arcane formulae have been used, but do 
  not appear to be familiar or part of traditional 
  magic.
  •	A listing of every type of brain that the author had 
  consumed, with notes like “contains hints of iron” 
  and “essence of a broken heart; tangy!”
  •	A breakdown of Regis’ memories, including the 
  dwarf’s dealings with a coven of hags outside 
  of Phlan (curiously referred to as “sisters of the 
  dwarf”) and a bloody history with the Zhentarim.
  Treasure
  Calypso supplies the characters with the remaining 
  4,000 gp of her reward. She also offers her wand of 
  the warmage +3, wasting no time in stating that the 
  actions the characters undertook today are of great 
  value to the town of Phlan and the Zhentarim.
  Ceremorphosis & Time Limits
  If the characters took too long to destroy or drive away the elder brain, 
  they will succumb to ceremorphosis. This means that the character 
  ceases to exist as it becomes a mind flayer. Note that the character’s 
  soul is not removed – only a wish spell can return the character to a 
  playable state, as the character is not ‘dead’ in the normal sense.
  
  14
  Rewards
  Make sure players note their rewards on their ad-
  venture log sheets. Give your name and DCI num-
  ber (if applicable) so players can record who ran 
  the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters pres-
  ent in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe
  XP Per Foe
  Elder Brain
  11,500
  Intellect Devourer
  450
  Mind Flayer
  2,900
  Mindwitness
  1,800
  Neothelid
  10,000
  Ulitharid
  5,000
  Non-Combat Awards
  Task or Accomplishment 
   
  XP Per Character
  Slay all 6 drunken mind flayers 
  500
   The minimum total award for each character 
  participating in this adventure is 10,125 experi-
  ence points.
   The maximum total award for each character 
  participating in this adventure is 13,500 experi-
  ence points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price. 
  Treasure Awards
  Item Name
  GP Value
  Calypso’s Advance
  2,000
  Laughing Goblin gems
  1,250
  Podol Plaza gems
  750
  Calypso’s Reward
  4,000
   Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide. 
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Wand of the Warmage +3
  Wand, very rare (requires attunement by a spellcast-
  er)
  This copper wand is inscribed with runes in both 
  the infernal and ignan languages. The symbol of the 
  Zhentarim encircles the tip of the wand.
   This item is described in Player Handout 1.
  Spell scrolls
  Scroll, very rare
  This item can be found in the Dungeon Master’s 
  Guide or in Xanathar’s Guide to Everything.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
   Members of the Emerald Enclave that helped 
  kill the elder brain earn one additional renown 
  point.
   Members of the Harpers that helped Calypso to 
  stay on-track with saving her people rather than 
  bringing wrathful retribution to the mind flayers 
  earn one additional renown point.
   Members of the Lord’s Alliance that report 
  back with full news about the mind flayers and 
  their desire to build a new society on top the towns 
  of the Moonsea earn one additional renown 
  point.
   Members of the Order of the Gauntlet that 
  helped disrupt the slave auction earn one addi-
  tional renown point.
   Members of the Zhentarim that return Regis’ 
  dagger to him earn one additional renown point.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  15
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in this adventure:
   Calypso (kah LIP so). This fiery adventurer-turned-chancellor is in charge of seeing Phlan rebuilt. She 
  has once more contacted the adventurers and is very concerned about the safety of her people.
   Regis. (REE jis) This toothless old dwarf is a Zhentarim agent and loyal friend of Calypso. He is improp-
  erly friendly at all the wrong times.
  
  16
  Appendix. Monster/NPC Statistics
  
  17
  
  18
  
  19
  
  20
  Appendix. Phlan
  
  21
  Player Handout 1. Magic Item
  During the course of this adventure, the characters may find the following permanent magic item:
  Wand of the Warmage +3
  Wand, very rare (requires attunement by a spellcaster)
  This copper wand is inscribed with runes in both the infernal and ignan languages. The symbol of the 
  Zhentarim encircles the tip of the wand.
   This item can be found in the Dungeon Master’s Guide.
  
  22
  More Adventures
  CCC-SALT01-01 Rumors of Riches
  CCC-SALT01-02 Moor Trouble
  CCC-SALT01-03 Broken Halls of Goldahroud
  CCC-SRCC-01-01 Trouble in the Old City
  CCC-SRCC-01-02 Down the River of Snakes
  CCC-SRCC-01-03 Altar of the Smoldering Eye
  CCC-ANIME-01-01 Legend of the Sword Bandit, Surprise!
  CCC-ANIME01-02 Let’s Find the Sword, GO!
  CCC-ANIME01-03 Star Sword Return
  CCC-MACE01-01 The Blight of Geoffrey
  CCC-MACE01-02 A Panther’s Peril
  Coming Soon for 2018
  CCC-SRCC-01-04  
  A Little Drop of Poison
  CCC-SRCC-01-05  
  The Snake Pit
  CCC-GSGC01-01  
  Iron Vultures of Glister
  CCC-GSGC01-02  
  The Fall of the Feathered Wolf
  CCC-MIND01-01  
  Lost in Thought
  CCC-MIND01-02  
  Mind Trip
  CCC-MIND01-03  
  Dream Walkers
  CCC-SKULL01-01  
  A Murder Most Foul
  CCC-SKULL01-02  
  Not All Who Are Lost Should Be Found
  CCC-SKULL01-03  
  Who Pulls the Strings
  CCC-MACE01-03  
  Haunted Memories
  CCC-MACE01-04  
  The Delve
  CCC-SALT02-01  
  Mulmaster Meddling’s 
  CCC-SALT02-02  
  The Power of the Halls
  CCC-SALT02-03  
  The Tower in the Valley
  CCC-SALT02-04  
  What Lies Beneath
  CCC-SALT02-05  
  The Darkness Never Forgets
  CCC-SALT02-06  
  Claws of Fury
  CCC-SALT02-07  
  From the Mist
  CCC-SALT02-08  
  The Undisturbed
  CCC-SALT02-09  
  Darkness Awakens
  CCC-SALT02-10  
  Ironshield Bastion
  CCC-SALT02-11  
  The Voice of Gorm
  CCC-SALT02-12  
  Siege of the Morokh
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Tidewater Comicon (MIND)/CCC-MIND01-03 - Dream Walkers v1.0.pdf