Playerblamestheir dicePCNat 20charactername getsmocked byPCsPCgoesdownPC stealssomethingParty issuspicious ofthe wrongpersonEncounterends in >4roundsPlayer startslisting relevantstats as proofthat a plan willworkEnemyattacks hittwice in arowPCs focus onsomethingthat's not partof the plotPC does100+damage inone turnPlayer jinxesit before theplan evenstartsAccidentallykills PCPCmisses alltheirattacksSilo rolls a7 onCuttingWordsSuccess of aplan hinges ona singleitem/spell/abilitySomeonegets T-Rex'dHoward rollsa 26 onInvestigationPCNat 1Relicchanges thedamage toForceKilvysummonsFlumphsStormhawkdestroys abuilding/roommanages tokeep a straightface as the partymakes a planyou KNOW willfailHoneybonesheals for20+ HPPlayerblamestheir dicePCNat 20charactername getsmocked byPCsPCgoesdownPC stealssomethingParty issuspicious ofthe wrongpersonEncounterends in >4roundsPlayer startslisting relevantstats as proofthat a plan willworkEnemyattacks hittwice in arowPCs focus onsomethingthat's not partof the plotPC does100+damage inone turnPlayer jinxesit before theplan evenstartsAccidentallykills PCPCmisses alltheirattacksSilo rolls a7 onCuttingWordsSuccess of aplan hinges ona singleitem/spell/abilitySomeonegets T-Rex'dHoward rollsa 26 onInvestigationPCNat 1Relicchanges thedamage toForceKilvysummonsFlumphsStormhawkdestroys abuilding/roommanages tokeep a straightface as the partymakes a planyou KNOW willfailHoneybonesheals for20+ HP

Michael's DM Bingo - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Player blames their dice
  2. PC Nat 20
  3. character name gets mocked by PCs
  4. PC goes down
  5. PC steals something
  6. Party is suspicious of the wrong person
  7. Encounter ends in >4 rounds
  8. Player starts listing relevant stats as proof that a plan will work
  9. Enemy attacks hit twice in a row
  10. PCs focus on something that's not part of the plot
  11. PC does 100+ damage in one turn
  12. Player jinxes it before the plan even starts
  13. Accidentally kills PC
  14. PC misses all their attacks
  15. Silo rolls a 7 on Cutting Words
  16. Success of a plan hinges on a single item/spell/ability
  17. Someone gets T-Rex'd
  18. Howard rolls a 26 on Investigation
  19. PC Nat 1
  20. Relic changes the damage to Force
  21. Kilvy summons Flumphs
  22. Stormhawk destroys a building/room
  23. manages to keep a straight face as the party makes a plan you KNOW will fail
  24. Honeybones heals for 20+ HP