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Campaign Cards Set 4

D&D Rewards

The Fourth mailing of D&D Rewards started hitting mailboxes mid March 2004. We've included text and images for all ten cards from the fourth set below. If you haven't signed up already, visit D&D Rewards and take your play to the next level.

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

Divine doorways that are closed to others are open to you.
Prerequisites: Must be a good character.
Benefit: You have expanded class and exalted feat choices. If your character ever turns away from the path of good, access to exalted feats is lost.
Classes: Healer[MH], Favored Soul[CD].
Feats: Resounding Blow[ED], Subduing Strike[ED], Exalted Smite[ED], Exalted Turning[ED] Sanctify Weapon[ED].
Not only are you skillful, you have a knack for making your skills count more often.
Benefit: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.
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.
At times you can draw upon extra arcane energy to give a spell more power.
Benefit: 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.
Addicted to risk, and able to move and think fast when needed, you seem to expect the unexpected.
Prerequisites: Alertness
Benefit: 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 saving throw 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 save so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first roll.
With supernatural ease, you make the most of a curing spell in times of dire need.
Prerequisites: The ability to channel positive energy.
Benefit: You can spend this card once an adventure round to spontaneously Maximize, as the metamagic feat, a single cure light wounds, cure moderate wounds, or cure serious wounds spell cast on an unconscious ally.
Back up a hero's strike with some extra power.
Prerequisites: must have Hero's Strike in you Campaign Card stack. That card is played in conjunction with this one.
Benefit: Play this card with Hero's Strike once an adventure round to gain the benefits of Hero's Strike, and then if the attack hits, do an additional 1d6 points of damage. This extra damage is not modified if the attack is a critical hit. Even if the attack misses, this card is spent with the Hero's Strike.
You always seem to have just the concoction that does the trick.
Prerequisites: Must have I Have That! in your Campaign Card stack. That card is played in conjunction with this one.
Benefit: Play this card with I Have That! Once an adventure round instead of gaining the benefit of the I Have That! card, you immediately gain a single potion work no more than 250 gp campaign value (50 gp normal book value). The potion must be one listed on Table 7-17 of the Dungeon Master's Guide. The potion gained is in a handy place, and you must spend a move action to retrieve it.
You are strong of Spirit and that strength aids you in all your endeavors.
Benefit: Best described as a "sensitive" person, you are in touch with the world beyond. Spend this card once an adventure round to gain the ability to turn undead once. If you already have the ability to turn undead, you can spend this card to do so an extra time at your normal power. If you don't have the ability to do so, you turn undead as a 1st-level cleric.
The Path of Spirit unlocks the following rules Items;
Classes (All[CD]): Favored Soul, Spirit Shaman
Prestige Classes: Contemplative[CD], Diving Oracle[CD], Geomancer[CD], Knight of the Chalice [CW], Nature's Warrior[CW], Sacred Exorcist[CD], Tattooed Monk[CW].
Feats: Augmented Healing[CD], Disciple of the Sun[CD], Divine Shield[CW], Divine Vigor[CW], Glorious Weapon[CD], Practiced Spell caster[CD].
You are one of those who harp.
Prerequisites: Must have Harper Friend card in your Campaign Card stack.
Benefit: You are an agent of the semisecret organization known as the Harpers. As a member of that organization you are dedicated to battling evil, discovering and preserving lost lore, and maintaining the balance between civilization and nature. You either work alone or in a small group to further these goals. Harper Agent unlocks the following rules items:
Prestige Classes (All [PF]): Harper agent, Harper paragon
Feats (All [ED]): Sacred Vow, Vow of Obedience
Spells: amplify[MF], claws of the beast[PF], dirge[MF], easy climb[MF], herald's call[MF], haunting tune[MF], nightmare lullaby[MF], songbird[MF], speechlink[MF], superior darkvision[UE], warcry[MF].
Magic Items (All[MF]):Harper pin, lesser and greater.

[MH] = Miniatures Handbook

[CW] = Complete Warrior

[PF] = Player's Guide to Faerûn

[CD] = Complete Divine

[ED] = Book of Exalted Deeds

[MF] = Magic of Faerûn

[UE] = Unapproachable East

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