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?
+3 Studded Leather Armor Legendary Hoard of Tiamat true
Light armor (studded leather armor), legendary 13 lb. AC 12 + Dex You have a +3 bonus to AC while wearing this armor.
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.
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.
Scimitar of Wounding Rare Hoard of Tiamat true
Weapon (Scimitar), rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d6 Slashing Finesse, Light Mastery: Nick When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. 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. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per 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.
Vicious Greatsword Rare Hoard of Tiamat true
Weapon (Greatsword), rare Martial weapon, melee weapon 6 lb. 2d6 Slashing Heavy, Two‑Handed Mastery: Graze 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.
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.
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.