From Descent-Community Wiki 1.1
Overlord Reward Overlord Cards cannot be bought with XP, but are awarded specially by specific quests.
|The Wyrm Queen's Favor||Special||DJ03 Lair of the Wyrm||Play this card at the start of your turn. Each hero tests insight. If all heroes pass, shuffle this card back into your deck. If a hero fails, choose 1 hero that failed this test and place 1 master hybrid sentinel within 3 spaces of that hero, respecting group limits. You may play this card even when hybrid sentinels are not 1 of your open monster groups.|
|Twin Souls||Magic||DJ04 Labyrinth of Ruin||Play this card when activating Lord Merick Farrow. Immediately remove Lord Merick Farrow from the map and replace him with Sir Alric Farrow.|
Sir Alric Farrow cannot wield a relic.
|Splig's Revenge||Event||DJ04 Labyrinth of Ruin||Reeturn this card to the game box at the start of your turn. Replace a figure with goblin in its name with Splig. Splig cannot wield a relic.|
At the end of this quest, if Splig was not defeated, regain this card from the game box.
|Toxic Reprisal||Trap||DJ05 The Trollfens||Play this card when a monster is defeated. A hero of your choice within 3 spaces of that monster is Diseased and Weakened.|
|Secrets of Flesh||Trap||DJ05 The Trollfens||Play this card at the start of your turn and roll 1 red power die. Each of your monsters recovers health equal to the hearths rolled.|
|Offertory Affliction||Event||DJ05 The Trollfens||Play this card when activating a monster with a condition token during your turn. Coose a hero adjacent to that monster. Discard the condition token from the monster, and the chosen hero gains the corresponding Condition card.|
|Endless Supply||Event||DJ21 Manor of Ravens||Play this card at the start of your turn. If you started this quest with 20 or more cards in your Overlord deck, draw 4 Overlord cards.|
|Down and Out||Event||DJ21 Manor of Ravens||Play this card when a hero performs a revive action, before dice are rolled. That hero or the knocked-out hero immediately tests , the heroes choice. If the chosen hero fails, the knocked-out hero does not recover any and remains knocked-out. If the chosen hero passes, draw 1 Overlord card.|
|Unbroken||Event||DJ21 Manor of Ravens||Play this card on 1 monster at the end of your turn. Until the start of your next turn, each time that monster suffers 3 or more , it suffers 2 instead.|
|Unseen Wings||Event||DJ26 Oath of the Outcast||Play this card during your turn and choose 1 monster group. Move up to 3 monsters in that group up to 3 spaces.|
|Fire Gems||Magic||DJ27 Crown of Destiny||Play this card when a hero enters an empty space. He tests . If he fails, roll 1 red power die. That hero and each figure adjacent to him suffers equal to the rolled.|
|Forgotten Sorcery||Magic||DJ28 Crusade of the Forgotten||Play this card when you activate a monster group with with the ranged attack type. Until the end of the round, each monster in that group gains: Sorcery 2|
|Power in Numbers||Event||DJ29 Guardians of Deephall||Play this card during your turn and choose a map tile. If there are more monsters on that map tile than heroes, each hero on that tile suffers 1 and two , and each monster on that tile recovers 2 .|
|Hard Knocks||Event||DJ30 Visions of Dawn||Play this card when a monster attacks a hero after rolling dice. This attack gains:|
: Remove the target from the map, then place him on any empty space within 3 spaces of his original space. He counts as entering that space and is stunned.
|Hunk of Junk||Event||DJ31 Bonds of the Wild||Play this card when a hero uses a potion or item Search card before the effect is resolved. The hero tests knowledge. If he passes, draw 1 Overlord card. If he fails, flip that Search card face down without resolving its effects.|
|Splice||Magic||DJ33 Stewards of the Secret||Play this card on 1 monster group during your turn and keep it in your play area.|
Each time a monster in this group performs an attack, that attack gains:
: +2 and a monster within 3 spaces of this monster suffers 2 .
|Mockery||Event||DJ34 Shards of Everdark||Play this card when a hero fails a test. Place this card in that hero's play area. Each time that hero tests any attribute, he rolls 1 additional grey die.|
If this card is in a hero's play area at the end of an encounter, the overlord may either discard it or return it to his hand.