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Campaign Cards Set 1

D&D Player Rewards

The first mailing of D&D Player Rewards hit mailboxes in March 2003. We've included text and images for all ten cards from the first set below. If you haven't signed up already, visit D&D Rewards and take your play to the next level. Set 3 arrives in October!

Set 1 | Set 2 | Set 3 | Set 4 | Set 5 | Promo Cards

Benefits: You are from the Moonshae Isles. As a character from that region you gain the following benefits:
Automatic Languages--You gain the languages available to your race and the Illuskan language.
Bonus Languages--You can take Aquan, Chondathan, Elven, Giant, Orc,and Sylvan as bonus languages.
Regional Feats--Your regional feats are Bullheaded, Strong Soul, and Survivor.
Equipment--You may take one of the following sets of bonus equipment:
• Masterwork studded leather armor and 20 masterwork arrows.
• Masterwork longbow.
• A masterwork handaxe, masterwork battleaxe, or a masterwork greataxe.
• An additional 188 gp.
Full rules on the benefits for this region can be found in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are from Cormyr. As a character from that region you gain the following benefits:
Automatic Languages--You gain the languages available to your race and the Chondathan language.
Bonus Languages--You can take Elven, Damaran, Giant, Gnome, Goblin, Halfling, Orc, and Turmic as bonus languages.
Regional Feats--Your regional feats are Discipline, Education, Foe Hunter, and Saddleback.
Equipment--You may take one of the following sets of bonus equipment:
• Masterwork longsword or masterwork heavy mace.
• Masterwork banded mail.
• Scrolls of flaming sphere and endurance.
• An additional 158 gp. Full rules on the benefits for this region can be found in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are from the Dragon Coast. As a character from that region you gain the following benefits:
Automatic Languages--You gain the languages available to your race and the Chondathan language.
Bonus Languages--You can take Aglarondan, Chessantan, Damaran, Goblin, Halfing, Orc, and Turmic as bonus languages.
Regional Feats--Your regional feats are Bullheaded, Silver Palm, and Thug.
Equipment--You may take one of the following sets of bonus equipment:
• Masterwork rapier or masterwork light crossbow.
Potion of protection from arrows or potion of blur.
• An additional 168 gp. Full rules on the benefits for this region can be found in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are from Amn. As a character from that region you gain the following benefits:
Automatic Languages--You gain the languages available to your race and the Chondathan language.
Bonus Languages--You can take Alzhedo, Elven, Giant, Goblin, Illuskan, Nexalan, and Shaaran as bonus languages.
Regional Feats--Your regional feats are Cosmopolitan, Education, silver Palm, and Street Smart.
Equipment--You may take one of the following sets of bonus equipment:
• Masterwork thieves' tools, hand crossbow, and 10 masterwork bolts.
• Choice of masterwork longsword or masterwork short sword.
• Light warhorse, bit and bridle, military saddle, and studded leather barding.
• An additional 158 gp. Full rules on the benefits for this region can be found in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are a wood elf or a half-wood elf.
Wood Elf Racial Abilities: If you choose a wood elf character, you have all elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
• +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma. Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves.
Automatic Languages--Elven, common, and home region. Bonus Languages--Chondathan, Draconic, Gnome, Goblin, Gnoll, and Sylvan
You may take one of the standard starting regions during character creation or the wood elf character region.
Half-Wood Elf Racial Abilities: If you choose to be a half-wood elf you have all the racial traits listed in Chapter 2 of the Player's Handbook and may choose one of the standard starting regions or the wood elf region during character creation.
The wood elf region is detailed in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are a sun elf or a half-sun elf.
Sun Elf Racial Abilities: If you choose a sun elf character, you have all elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
• +2 Intelligence, -2 Constitution. Sun elves value study and contemplation over the feats of agility learned by most other elves.
Automatic Languages--Elven, Common and home region. Bonus Languages--Auran, Celestial, Chondathan, Gnome, Halfling, Illuskan, and Sylvan.
You may take one of the standard starting regions during character creation or the sun elf character region.
Half-Sun Elf Racial Abilities: If you choose to be a half-sun elf you have all the racial traits listed in Chapter 2 of the Player's Handbook and may choose one of the standard starting regions or the sun elf region during character creation.
The sun elf region is detailed in the Characters chapter of the Forgotten Realms Campaign Setting book.
Benefits: You are a gold dwarf.
Racial Abilities: You have all the dwarven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
• +2 Constitution, -2 Dexterity: Gold dwarves are stout and tough, but not as quick or agile as other races.
• +1 racial bonus on attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark. (This replaces the attack bonus against orcs and goblinoids).
Automatic Languages--Dwarven, Common, and home region. Bonus Languages--Giant, Gnome, Goblin, Shaaran, Terran, and Untheric.
You may take one of the standard starting regions upon character creation of the gold dwarf character region. The gold dwarf region is detailed in the Characters chapter of the Forgotten Realms Campaign Setting book.
You can be very charming when you need to be.
Prerequisites: Charisma 10+
Benefit: You can spend this card once per adventure round to gain a +4 circumstance bonus to a single Bluff, Perform, or Diplomacy check.
You have an uncanny knack for having just the right tool for the job at hand.
Benefit: You can spend this card once per adventure round to immediately gain a single item listed on Player's Handbook table 7-8: Goods and Services worth no more than 50 gp and weighing no more than 8 pounds. Alternatively, you can spend this card to immediately gain a single alchemical sleep gas vial, a vial of disappearing ink, or a scent breaker bag, all of which are described in the Life in Faerûn chapter of the Forgotten Realms Campaign Setting book. The item gained is in a handy place, and you must spend a move action to retrieve it.
You tend to make that one needed strike at just the right time.
Benefit: You can spend this card once per adventure round to gain a +2 morale bonus to a single attack roll.

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