An event where the people of First Landing could draw from the Deck of Mini Things to potentially win fabulous prizes. The cards were as follows:
1 - Balance Your alignment changes to the opposite one for the remainder of the event, but only whilst in First Landing. This effect cannot compel you to perform acts of virtuous sacrifice or acts that are anathema, but if you fail to adhere to that alignment, you lose 1 XP.
2 - Comet If you alone defeat the next hostile enemy or enemies you encounter, you gain 1 XP. Otherwise, you gain no benefit.
3 - Donjon You are immediately sent to the First Landing jail for the next week of downtime. Do not pass GO, do not collect 200sp. Cease drawing cards.
4 - Dullard Reduce your intelligence score by 1d4+1 until the conclusion of your next quest. You can then draw an additional card, but you cannot draw the Dullard card again.
5 - Euryale (curse) A tiny medusa’s image curses you with a -1 status penalty to all saving throws until the end of your next quest. This can only be removed by a deity or the Fates card.
6 - The Fates respin the fabric of reality to save you from any embarrassing situation you choose. This can reverse even a past event, and you can make the decision instantly. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect.
7 - Flames A minor fiend becomes filled with anger, jealousy, envy, or some other reason to mildly dislike you. Its dislike for you doesn't cease until either it or you is dead. It insults you or otherwise attempts to inconvenience you within your next quest. The GM determines the specifics of the fiend.
8 - Fool You lose 1 XP unless you choose to draw two more cards.
9 - Gem Gain your choice of 20 pieces of glass jewelry worth 2 gp each or 40 glass beads worth 1 gp each.
10 - Jester You can either draw two more cards or gain 1 XP. You cannot draw the Jester again.
11 - Key Gain a +1 magic weapon of a GM’s choice.
12 - Knight A bodyguard arrives and swears unfailing loyalty to you.
13 - Moon Roll 1d4 to determine how many little wishes the card grants you, which also affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3: gibbous moon; 4: full moon). These little wishes each take one action to speak and have effects equivalent to a 1st level spell.
14 - Rogue One NPC ally becomes filled with annoyance towards you and immediately turns against you for a while. The NPC might keep this irritation secret until a dramatic moment.
15 - Ruin You lose a single nonmagical possession, usually something with sentimental value.
16 - Skull You must immediately battle an undead of your level dressed as the grim reaper in the arena. If defeated in this battle, you lose 1 XP.
17 - Star Gain an ability score respec. If you do not use it immediately, it is lost forever.
18 - Sun Gain 1 XP and a beneficial permanent magic item of 1st to 3rd level, chosen by the GM.
19 - Talons One of your magic items disappears permanently, except for artifacts, relics or items of your level or higher.
20 - Throne You gain a +1 status bonus to Diplomacy checks until the end of your next quest, and you now own a very small hovel in any open area you wish. You must choose its location within 1 hour.
21 - Vizier Upon request, you can learn the solution to any one trivial problem or the correct answer to any one question of little consequence, unless that information is obscured by a deity. This doesn't necessarily give you the means to act on that solution. You have 1 year to take the vizier's advice or lose its benefits.
22 - The Void Your mind is briefly thrown into an object on a distant plane or planet, but safely returns to your body in a few moments, albeit with some unusual memories. Cease drawing cards.