Here are finally the cards! There's 20 in each category now, but I have several more for Fate and Scavenging. Dream World is a bit trickier, I already moved several of the ones related to magic into it.
FATE
1. Council summons. Advance to Council St - collect 200 kr
2. Item: Proof of Immunity! Get out of quarantine. This card may be saved until used
3. Scratch by a grossling! Go to quarantine. Go directly to quarantine without passing Council St.
4. Rune of banishment. Remove one ghost (your choice) on board. Use immediately. If no ghosts, no effect.
5. Cunning Plan! You manage to get yourself smuggled along in a crate. Go forward 2 spaces.
6. Engine failure! Go back 3 spaces.
7. Your transport is attacked. Throw one d6:
6 - crew nopes outta here fast. Go forward 2 spaces.
4-5 - guards defeat it. Proceed as normal
2-3 - the giant breaks the engine, lose one turn
1 - the giant eats the driver / captain. Go back 3 spaces.
8. Holiday in Reykjavik! Advance to Reykjavik (if owned, pay normal rent, if unowned, you can buy it)
9. Last minute tickets. Advance to the nearest Transport and pay owner twice the normal rent. If Transport is unowned, you may buy it from the Banki
10. Language barrier! Lose 1 turn trying to buy tickets.
11. You join the Cleansers for a campaign. Lose 2 turns and collect 200 kr as payment.
12. Your cookbook Candle Soup and Other Delicacies published. Everyone wants it. Collect 20 kr from each player.
13. Payday for expedition crew. Pay each player 50 kr
14. Snowed in. Your transport is stuck in a surprise snowstorm. Lose 1 turn.
15. Your expedition returns! Receive 200 kr in proceedings.
16. Against all odds you return from the Silent World. Collect life insurance, receive 100 kr from Banki
17. You win second prize in a beauty contest. Receive 10 from Banki
18. Cat academy fees, pay 30 kr to Banki
19. Incomplete report. You are surprised by trolls. (Move the Troll to your location, battle as normal)
20. City walls need repair! Pay 30 kr for each Property you own.
SCAVENGING
1. Item:Proof of Immunity! Get out of quarantine. This card may be saved until used
2. Scratch by a grossling! Go to quarantine. Go directly to quarantine without passing Council St.
3. Your expedition loots a University library. Collect 200 kr
4. You find usable equipment in a ruined storage room. Collect 50 kr from Banki
5. Refund for returning rental rowboat. Collect 100 kr
6. Scavenger team finds shiny round objects. No value.
7. Pier, my old nemesis! You leave your bag behind. Pay 50 kr for new equipment.
8. Stolen meat. You pilfer a teammate's food. Random player must pay you 10 kr.
9. Crate of candles! You have taken wrong equipment. Pay 50 kr for replacements.
10. Buy Medic kits and bandages for your crew. Pay 50 kr.
11. Dirty Secret. You persuade a ship captain to deliver food supplies. Collect 50 kr.
12. You need boat tickets. Pay 20 kr to Banki.
13. Payment for exclusive interview on your adventures, receive 20 kr from Banki.
14. Books collector buys a rare volume. Collect 50 kr from Banki.
15. Your drawing wins an art competition. Receive 100 kr.
16. Rare maps! You sell them - collect 100 kr.
17. Item: Rune of protection when a ghost tries to attack you, it is banished. You suffer no harm. Keep card until used.
18. Item: Grandma's rifle - +2 to battle roll as long as you have this item. Keep card with you. Every time you pass Council St, pay 10 for ammo. If you fail to pay, return rifle to the deck.
19. Item: Incendiary device - when used in battle, roll d6 (keep card until used)
6 - opponent shredded with no further battle
2-5 +3 to battle roll
1 - oops counted to four instead of three! Take one wound / lose one hit point.
20. Turret maintenance for all properties! For each house owned pay 25 kr for each hotel 100 kr.
DREAM WORLD
1. Shared dream. Random player moves to your space.
2. Handsy moose! Move Troll to your location, battle as normal
3. Vision of Prosperity. Your fylgja points to a spot, after waking you find valuable items there. Collect 100 kr.
4. Vellamo's blessing. Advance to Saimaa Canal.
5. Scary reed place. Turn around. Go back 2 spaces.
6. Nightmares. Too tired to travel. Lose 1 round.
7. Item: Rune of confusion. Use when an enemy approaches (after use return to deck). The enemy will not attack you, but will move 1-3 spaces forward (1-3) or backward (4-6)
8. "Item": Onni ex machina. You establish a connection to Onni's haven. You may call upon him when attacked. Kokko will obliterate the enemy. Keep card until used.
9. Kuutar's blessing. You are safe from attacks for the next 2 turns.
10. Path of lilypads. You may go forward 1-2 spaces (optional)
11. Summons from the cousin. Go to KEURUU - if you pass Council St collect 200 kr
12. You perform Kallohonka on a slain beast. Lose one turn.
13. Mage school tuition, pay 50 kr
14. Who disturbs my slumber? You irritate a spirit. Spawn 1 murderghost at your location.
15. Sensory overload. The spirits cause a racket. Lose 1 turn to recover.
16. Unbeliever! You have to demonstrate the might of the Gods to a Swede. Lose 1 turn.
17. Empty(?) nesters: too many pods to check. You call your Luonto to help. Lose 2 turns recovering.
18. Pastor Anne: remove all ghosts (and Sleipnope) on board. Use immediately.
19. Dream ocean serpent! Move the Troll to your space, battle, Troll gets +1 on battle roll.
20. Dream of childhood. You spend time looking around your home village. Lose 2 turns.
The Onni ex machina isn't exactly an item, but it's supposed to adhere to same rules, i.e. keep until used.
Any comments and suggestions are welcome! For the full version there could be maybe 25 of each at least on Fate and Scavenging, on Dream World I need help. I left out Squirrel cookies from this one since creating the effects table should probably happen only after the key rules are established.