Fail withadvantageand twoidentical rollsHit anenemy forminimumdamageEnemy rollsexactlyenough tohitGethealed forminimumhpFail aproficientsaveGo lastincombatFail 3rolls ina rowBe on thewrongR20 mapDM critstwice inone roundLose acontestedcheckFail aproficientcheck by5 or moreGo from90% to 0in oneroundFail aneasygroupcheckFail thefirst rollafter arestBe 5 fttoocloseMiss aminionDM rollsmaxdamageRoll a1 on ahit dieMiss anenemyby 1Incapacitatedbefore yourfirst turnBe 5 fttoo farTalkbig, rollsmallExpendyour lasthit dieFail aflavorcheckFail withadvantageand twoidentical rollsHit anenemy forminimumdamageEnemy rollsexactlyenough tohitGethealed forminimumhpFail aproficientsaveGo lastincombatFail 3rolls ina rowBe on thewrongR20 mapDM critstwice inone roundLose acontestedcheckFail aproficientcheck by5 or moreGo from90% to 0in oneroundFail aneasygroupcheckFail thefirst rollafter arestBe 5 fttoocloseMiss aminionDM rollsmaxdamageRoll a1 on ahit dieMiss anenemyby 1Incapacitatedbefore yourfirst turnBe 5 fttoo farTalkbig, rollsmallExpendyour lasthit dieFail aflavorcheck

Netherdeep - 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. Fail with advantage and two identical rolls
  2. Hit an enemy for minimum damage
  3. Enemy rolls exactly enough to hit
  4. Get healed for minimum hp
  5. Fail a proficient save
  6. Go last in combat
  7. Fail 3 rolls in a row
  8. Be on the wrong R20 map
  9. DM crits twice in one round
  10. Lose a contested check
  11. Fail a proficient check by 5 or more
  12. Go from 90% to 0 in one round
  13. Fail an easy group check
  14. Fail the first roll after a rest
  15. Be 5 ft too close
  16. Miss a minion
  17. DM rolls max damage
  18. Roll a 1 on a hit die
  19. Miss an enemy by 1
  20. Incapacitated before your first turn
  21. Be 5 ft too far
  22. Talk big, roll small
  23. Expend your last hit die
  24. Fail a flavor check