Your are bidding on 10 RPGA Reward Cards. This is a full first set of 4th Edition RPGA Reward Cards. It includes 8 D&D Reward Cards and 2 Star Wars Saga Edition Cards.
Here are the card descriptions:
Daring Exploit (+1): When you miss an attack roll with an at-will exploit, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Desparate Spell (+1): When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result. Turn the
card sideways to indicate it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Feverent Prayer (+1): When you miss an attack roll with an at-will prayer, use this card to re-roll the attack roll. You must keep the second result. Turn the
card sideways to indicate it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Turning the Tide (+2): When you roll a natural 20 on an attack roll, use this card to gain one immediate save against one effect that allows saves that affects you (your choice). Turn this card sideways to indicate that it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Snap Out of It (+1): When you would become dazed, use this card to end that condition. Turn this card sideways to indicate that it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
That'll Do (+1): When you fail a skill check, use this card to treat the number rolled on the die as a natural 10; apply modifers as normal. Turn this card
sideways to indicate that it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Minion Slayer (+2): After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1D6. This use does not use your second wind for the encounter. Turn this card sideways to indicate that it is used.
When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned.
Zhentarim Infiltration (A special Quest Card): The Zhentarim is an organization of mercenaries consisting of corrupt priests, muderous soldiers, power hungry wizards, and other folk of nefarious character. Also known as the Black Network, the Zhentarim is lead by Manshoon who controls the network from an old castle known as Stormwatch.
By taking this quest, you're attempting to infiltrate the ranks of this organization to determine its current aims. Complete each task below to embark on your infiltration mission. Your DM will tell you if you complete a task. Tasks for this quest are sedded throughout heroic-tier Living Forgotten Realms adventures available in 2008 and 2009.
Task 1: Find a wily merchant who traffics in ornate pottery. When you haggle over a pot, tell the merchant, "A storm is coming, you should really close up for the day."
Task 2: Give a scratched silver coin to a stranger wearing a yellow cloak with a black clasp, and ask for their name.
Task 3: Defeat a Zhentarim agent in combat. Spare the agent's life. Tell the agent that you selivered the coin and to whom it was delivered. You cannot complete this task before Task 1 and 2.
Benefit: Your infiltration mission begins. You are able to play the special adventure Black Cloaks and Bitter Rivalries, available in 2009.
[Star Wars] Never Tell Me the Odds: Use this card and spend 1 Force Point to re-roll an attack roll. You must keep the second result. Flip the card face own or remove it from the play area after it is used.
[Star Wars] Stroke of Genius: Use this card to get a +5 bonus to any Knowledge roll. You may use this card after you've made the roll, but before the GM announces the result. Flip the card face down or remove it from the play area after it is used.
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