Campaign Cards Set 1
Spring 2007


Spring is full of new life, including new campaign cards designed specifically for the Living Greyhawk campaign. The five cards in set one shipped out as part of the 2007 D&D Rewards spring mailing. Be sure to enroll in D&D Rewards and receive your share of the bounty.


Ice Cities of the Crystalmists Set 1 Card 1: Creation

“Our race is like that of a snowflake, we are a myriad of personalities and mysteries.”
- Lathian Frostdrift, snow elf scribe

Explorers into the farthest reaches of the ice sometimes return with stories of magnificent ice cities built atop remote mountaintops that are inhabited by snow elves, folk with eyes as white as snow and hair that coils like fragile wisps of cloud. The snow elves are similar to their brethren, but are hardier, due to living in harsher conditions.

Benefit: You may take the Crystalmist Mountains as your home region. You cannot change your home region. This card unlocks the snow elf subrace from Frostburn. Snow elves are similar to high elves (the standard elven race in the Player’s Handbook>), but their ability modifiers are +2 Dexterity and -2 Charisma, instead of the normal elven modifiers.

Not This Time! Set 1 Card 2: General

“Just … a few more … feet …”
- Hiram the Swift, elven rogue

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.

Feat of Strength Set 1 Card 3: General

“Move out of the way! These boulders can’t way more than 600 pounds, give or take a few. Any gnome could lift it!”
- Llargo, gnome adventurer

Benefit: Spend this card to gain a +8 bonus on your next Strength check or Strength-based skill check. The card must be played before the roll occurs. After using this card, you suffer a -2 penalty to Dexterity and Strength for 1 minute due to strained muscles in your body.

Adrenaline Rush Set 1 Card 4: General

“Why are all of you tired? That five mile run was just a lap around my uncle’s farm!”
- Hefia Astern, human courier

Benefit: Spend this card to negate the effects of fatigue. For 1 + Con modifier rounds, you do not suffer the penalties of fatigue. If exhausted, the penalties are reduced to those of fatigue.

Charm of the Fortunate Set 1 Card 5: Item

“When all else fails, I just reach for my precious charm and run like the wind.”
- Arien Woodfell, Dyvers merchant

This small, brown, wooden locket is in the shape of a deformed skull. The eye sockets have been carved completely out, while the mouth is in the shape of an ‘O’. There are numerous rumors about where the locket originated, but it has a peculiar habit of always showing up where evil lurks.

Benefit: Benefit: As a swift action, you can activate the power of this locket, which need be only on your person to use. The locket manipulates the energies of the area, hindering your opponent. The locket provides a -2 penalty to AC, saving throws, and attacks for one round to one enemy that you choose. You may only have one charm of the fortunate in your stack. The benefits of multiple charms of the fortunate do not stack against the same enemy. Once activated, the charm of the fortunate cannot be used again this adventure.



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