This article or feature has been moved. Redirecting you to the new Legacy of the Green Regent home page...

Legacy of the Green Regent
 RPGA Home
 Member Sign On
 New Comer Info
 Become A Member
 Events Calendar
 Products
 General Rules
 Contact the RPGA
 Legacy of the
 Green Regent
 Getting Started
 Fastplay Characters
 Campaign Cards
 Backstory
 Campaign News
 Design Notes
 Dispel Confusion
 Downloads
 D&D Home
 Forgotten Realms

Run Search!

Email a friendPrinter Friendly

Campaign Cards Set 2

D&D Player Rewards

The second mailing of D&D Player Rewards hit mailboxes in June 2003. We've included text and images for all ten cards from the second 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 Tethyr. 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, Goblin, Illuskan, Lantanese, Shaaran, and Sylvan as bonus languages.
Regional Feats--Your regional feats are Blooded, Foe Hunter, Luck of Heroes, and Mercantile Background.
Equipment--You may take one of the following sets of bonus equipment:
Potion of cure moderate wounds.
• Scrolls of protection from arrows and blur.
• Scrolls of aid and lesser restoration.
• An Additional 150 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 Calimshan. As a character from that region you gain the following benefits:
Automatic Languages--You gain the languages available to your race and the Alzhedo language.
Bonus Languages--You can take Auran, Chondathan, Chultan, Draconic, Ignan, Shaaran, and Tashalan as bonus languages.
Regional Feats--Your regional feats are Bloodline of Fire, Genie Lore, Harem Trained, Mind Over Body, Street Smart, and Thug.
Equipment--You may take one of the following sets of bonus equipment:
Wand of magic missiles (1st-level caster) with 4 charges
• Masterwork studded leather armor and a potion of cure light wounds.
• An additional 150 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 human bedine tribesperson from Anauroch. As a character from that region you gain the following benefits:
Automatic Languages--You gain Common and the Midani Language.
Bonus Languages--You can take Chondathan, Damaran, Draconic, Gnoll, Netherese, and Orc as bonus languages.
Regional Feats--Your regional feats are Discipline, and Survivor.
Equipment--You may take one of the following sets of bonus equipment:
• Masterwork scimitar or masterwork dagger.
• Mighty composite shortbow (+1) and 20 arrows.
• An additional 150 pg.
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 strongheart halfling.
Racial Abilities: You have all the halfling racial traits listed in Chapter 2 of the Player's Handbook except as follows:
• Strongheart halfling gain one extra feat at 1st level because they have a strong drive to compete, and they have many opportunities to practice their skills.
• Strongheart halflings do not receive the halfling racial +1 bonus on all saving throws. They have not experienced the same kind of adversity that the lightfoot halflings have survived.
Automatic Languages: Halfling, Common, and home region. Bonus Languages: Dwarven, Gnoll, Goblin, Halruaan, Shaaran.
You may take one of the standard starting regions upon character creation or the strongheart halfling character region. The strongheart halfling region is detailed in the Characters chapter of the Forgotten Realms Campaign Setting book.
Prerequisites: The ability to cast arcane spells.
Benefit: At times you can draw upon extra arcane energy to give a spell more power.

You can spend this card once per adventure round to grant a single arcane spell that you cast a +1 caster level. This bonus caster level does not allow you to exceed the normal maximum damage of the spell.
Prerequisites: The ability to channel positive energy.
Benefit: You know a special prayer of power that allows you to increase the power of channeled positive energy.

You can spend this card once per adventure round to gain a +2 sacred bonus to a single turn check.
Prerequisites: The ability to sneak attack.
Benefit: Given the proper opportunity, you can twist the blade to do more damage on a sneak attack.

Unlike other Campaign Cards, you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single sneak attack damage die. Take the higher of the two rolls as your damage for that die.
Benefit: Not only are you skillful, you have a knack for making your skills count more often.

Unlike other Campaign Cards, you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single skill check that you have just failed. Use the second roll for the check's result even if the result is less desirable. Both rolls are considered the same check, so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first roll.
Benefits: You have a Harper friend who sees you as a potential member of that organization.
You are a friend of one of the Harpers active around Loudwater. This is the first step in becoming a Harper agent. Given enough time to consult with your Harper contact during an adventure (at least a day), you gain a +4 circumstance bonus to a single Gather Information check during the adventure round.
Being a Harper Friend unlocks the following rules items:
Prestige Classes--bladesinger, incantatrix, mystic wanderer, wild scout, spellsinger, and warrior skald.
Spells--camouflage, cloudburst, harmony, hunter's mercy, know protection, low-light vision, scent, Shelgran's persistent blade, wieldskill, wounding whispers.
Magic Items--Alzaer's harp, Esheen's harp, Gwaeron's boots, Methild's Harp, nimbleness armor, precise weapon, rod of cats, travel cloak, Yornar's crescent.
Benefits: You are almost fanatically devoted to a particular god.
Pick a single nonevil god of the Faerûnian pantheon or your racial pantheon. If you are already a cleric, that god must be your patron deity. You are particularly devoted to that deity, and you strive to further its ethos. You have vowed to never shrink from the defense of its followers, philosophies, or holy sites. Cleric of you favored deity is now a favored class.
The Path of the Righteous unlocks the following rules items:
Prestige Classes-- doomguide, dweomerkeeper, forest master, silverstar, and windwalker.
Feats--Divine Might, Divine Vengeance, Empowered Turning, Quicken Turning, Sacred Spell.
Spells--faith healing, and hand of divinity.
Magic Items--impact weapon.

D&D Rewards | RPGA Home




WHAT'S NEW CORPORATE INFO WHERE TO BUY INTERNATIONAL SUPPORT SITEMAP PRODUCT LIBRARY


Hasbro.com