78 It was very shiny and stuck out like a soup spoon... On a successful mêlée hit, the Alice may immediately make a Sleight of Hand attempt to grab an item (other than the target’s weapon) off a target. This won’t work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means the Alice gets a bonus to the Sleight roll: +1, then +2, then +3, etc.

79 She was not such a mouse as she used to be. +1 Dexterity to 20 max, excess goes to Strength or Constitution.

80 Alice then did something quite astonishing... The Alice is surprising. +(half Charisma score) to hit with any suddenly improvised weapon the first time the Alice strikes with it against any intelligent foe (who knew what the Alice could do with a gingerbread man?) and add half the Alice’s Charisma to the damage. This trick only works once per fight and once per foe. Re-rolling this adds +1 damage

81 The blue one certainly did make the Alice taller, of that Alice was certain... The Alice gains +1 to identify drugs and plants with drug-like properties.

82 She could be very charming when she needed to be. Someone of ordinary intelligence that the Alice talks to will pretty much automatically believe one lie the Alice tells per day. If the Alice re-rolls this result she gains a single extra lie per day per re-roll.

83 “It really was curious,” she thought— “How many times could this kind of thing happen?” The Alice may escape death or another equally awful fate exactly once. The Alice must spend at least a round playing possum to build tension but...surprise, the Alice jumped out of the way just in time! Re-rolling this means the Alice gets to do it again.

84 She knew to curtsey at times like this, and so she did. Despite the low company the Alice keeps, she’s been working on her manners. Members of the upper classes instinctively recognize the Alice as one of their own (even if she isn’t). +1 to Charisma rolls or reaction checks when dealing with them for every time the Alice rolls this.

85 It was so lovely, and— according to the book— it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife— whatever the thing that the Alice always wanted is, it’s there. 4 sessions worth of adventure away or less. Tell the Alice’s Referee, who then must place it. The Alice must have a fair shot at it— like any other reward in a game—but there’s no guarantee the Alice will get it. If the Alice doesn’t get it by the fourth session, the Alice can keep trying or let it go and roll again on this table. However, if the Alice chooses to roll again and then gets the thing somehow anyway, the Alice loses whatever new gimmick the Alice rolled on the table. Referee: think up some clever reason why.

86 She had not known her mother’s cousin very well, and decided that it was a bad thing that she had died… The Alice has been willed 5,000gp worth of random mundane (non magical) objects. Here’s how it works: the player of the Alice has exactly ten seconds real time to say what she bought. The Alice now has all that stuff, assuming it adds up to less than 5,000gp.

87 They kept talking as though Alice was a rhododendron in a pot. The Alice may re-roll any failed Stealth roll and keep the better result if it succeeds. Re-rolling 87 on this table means she can re-roll it twice and keep the best of those 3 results if any succeed. Re-rolling 87 after that means she can re-roll any roll failed three times, then four, etc.

88 She knew from school what the word meant, but did not know if it was rude or not. choose a new extra language to read and speak.

89 Alice quite liked drawing, and had an impressive box of crayons at home. The Alice is adept at forgery. It’s a roll pitting the Alice’s Intelligence vs. the interpreter’s Wisdom roll, assuming the Alice has access to about 40gp worth of stuff or the kind of materials you’d find in a civilized area. Every time the Alice re-rolls this she gets +1 to the check.

90 She thought it might be a saltcellar, or at least that seemed like a good word. The Alice can appraise treasure to a non trivial and non boring degree: the value of non magical things can be estimated flawlessly and if a piece of treasure is not what it seems on any level the Alice will get an inkling. If a treasure has some unusual or hidden feature of a mechanical or physical nature, the Alice will sense that it is there on a successful Intelligence roll. The Alice will also have Advantage to notice unusual features or traps in rooms if the Alice is familiar with the culture that built the room. If the player re-rolls this result, roll again.

91-93 She did seem to offend people (and animals) wherever she went. The Alice has become adept at dueling. The Alice has a +1 bonus to hit in any formal (challenged and accepted) duel with any dueling weapon the Alice has used as a weapon before.

94 They all listened attentively as Alice told her tale. +1 Charisma to racial max, excess goes to Wisdom or Intelligence.

95 They began to throw stones, and Alice began to avoid them. +2 to Dexterity saves. If a save normally means the Alice takes half damage, the Alice takes none. This can one be gained once, reroll if rolled a second time.

96 She began to feel somewhat neglected. If the Alice is attacked in a round that she takes the Dodge and her attacker misses, the attacker will not only miss but fumble and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to the Alice’s level). This only works once on anything of better than zombie intelligence that sees it happen. If the Alice re-rolls this result, the Alice gets to do it one extra time

97-98 She tried to remember what she knew about stoats. +1 to Intelligence or charisma checks for all ordinary animals and talking-but-otherwise-ordinary animals.