(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.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
The party struggles to put 2 and 2 together about Cass's arcane madness
Session where we literally just talk to NPCs
Serin's hot-headedness has to be planned around and/or nearly ruins a plan
"We can't lose!"
We freak out and overplan for something goes goes incredibly smoothly
Antagonist has Anticlimactic End
An NPC is way cooler with our actions than they should be
Something from early game becomes relevant (no one took good notes back then)
Chris's Face Gets Real Close to the Camera
We learn something vital one of our characters should have already known
'Mistral Moment' Soundboard
At least one player is seriously checked out for an extended period
We have timeline or general passage of time confusion
We misgender The Outsider
Alyssa goes on a tangent because Ian's lore doesn't have the same physics or astronomy as earth
Demon/devil confusion
Sylwin talks about spirits or souls
New name no one knows how to spell
Everyone who rolls insight fails
Turns out The Night Queen did it
New character art
We go to "The Adjective Noun"
Jarring silliness that contrasts the tone too hard
NPCs that feel like they're from a different setting show up
Someone points out that 'we're heroes!'"
Someone has to practically beg to get back to the game
Fantasy Racism Moment
Session where at least one player never rolls a die
We ignore how blatantly important Kyrkdona is to the plot
We spend a very large sum of money
We get another sending stone
"We'll talk about it later"
The outcome of a roll doesn't seem to have much effect on the situation
21
We commit a very serious crime
Pulling up the exact wording of an ability/spell
Ian Complains About a Name She Made Up
Ian gives us another reason to go to the desert
Katie Becomes Visibly Annoyed
Serin has a detailed panic attack and we all just sit awkwardly
Chris does the entire last-session recap
We start at least 30 minutes late
Ian goes on a deep lore tangent that will never be relevant
The Current Plot Thread is a Sidequest Turned Main Quest Via Crazy Coincidence
Ian wildly misjudges how long it will take us to do something
Ian gets a little railroad-y
We are punished incredibly harshly for a decision
Someone we were banking on being able to help us can't
Animal Interruption
We have to explain something complicated to an NPC
Father's quest to finish the sword gets pushed to the nebulous 'later'
Extremely long Sylwyn backstory gets brought up
Cass avoids a major roadblock with a level 1 or 2 spell
A new major conflict can genuinely be traced back to Findrellah's actions
Evil Laugh from Ian
Father jorks it... his peanits
We call Karina for help
Law enforcement is comically inept or malicious to an annoying degree
Lore Confusion
Someone makes a serious decision without consulting the party
Ian brings up how scientifically accurate their setting is
Matthew brings up Fripton
We have to ask an NPC something they really should have just told us
Session is functionally all planning for a later session
We're missing at least one player
Incredible string of really good rolls
Long out-of-character lore talk to make sure we're all on the same page
We have no idea where something is geographically
Something with a simple solution gets horribly convoluted when we learn new info
Findrellah bungles a social encounter by saying something without thinking
Ian didn't prep that so we have to do something else/learn about something later
Cass refuses to tell backstory details unless they're immediately relevant