Show Log Entry

Adventure Title
DDHC-ToD-17 Tiamats Return
Session
Date Played
2025-06-15 18:00:00 UTC
Levels Gained
GP +/-
12500
Downtime +/-
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
DM Name
JinxedBear
DM DCI Number
000000000
Notes
#### **Reward as Player** #### **Hoard of Tiamat** DMG only. Items dont get duplicated. 1 Legendary, 2 Very Rare, 3 Rare, 4 Uncommon #### **Wish Casting** Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance

Magic Items

Name Rarity Location Table Result Counts?
Vicious Greataxe Rare Hoard of Tiamat true
Weapon, rare Martial weapon, melee weapon 7 lb. 1d12 Slashing Heavy, Two‑Handed Mastery: Cleave This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Ring of Swimming Uncommon Hoard of Tiamat true
Ring, uncommon You have a Swim Speed of 40 feet while wearing this ring.
Ring of Water Walking Uncommon Hoard of Tiamat true
Ring, uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself.
Ring of Spell Turning Legendary Hoard of Tiamat true
Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.
Tome of Understanding Very Rare Hoard of Tiamat true
Wondrous item, very rare 5 lb. This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Cap of Water Breathing Uncommon Hoard of Tiamat true
Wondrous item, uncommon While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.
Helm of Comprehending Languages Uncommon Hoard of Tiamat true
Wondrous item, uncommon While wearing this helm, you can cast Comprehend Languages from it.
Manual of Quickness of Action Very Rare Hoard of Tiamat true
Wondrous item, very rare 5 lb. This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Vicious Greatsword Rare Hoard of Tiamat true
Weapon, rare Martial weapon, melee weapon 2 lb. 1d8 Piercing Finesse Mastery: Vex This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Vicious Pike Rare Hoard of Tiamat true
Weapon, rare Martial weapon, melee weapon 18 lb. 1d10 Piercing Heavy, Reach, Two‑Handed Mastery: Push This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.