Encounterthieves'guildmember(s)Run-in withlawenforcementRageGaps ofknowledgearebridgedPoisonSpontaneouscombustionNat1AmessageisdeliveredA cheekisclappedSomeonegetsstabbedStrategicplanningsessionA partymemberhesitatesTheBaron'sintro isplayedSomeoneends upwith sandycheeksFind alead tostart theman huntSneakattackBackstoryrevealTeatimeUppiesUnexpectedbondingmomentInterpartyaltercationAmbushDoublewhammyNat20Encounterthieves'guildmember(s)Run-in withlawenforcementRageGaps ofknowledgearebridgedPoisonSpontaneouscombustionNat1AmessageisdeliveredA cheekisclappedSomeonegetsstabbedStrategicplanningsessionA partymemberhesitatesTheBaron'sintro isplayedSomeoneends upwith sandycheeksFind alead tostart theman huntSneakattackBackstoryrevealTeatimeUppiesUnexpectedbondingmomentInterpartyaltercationAmbushDoublewhammyNat20

The Rise of Corjof - 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. Encounter thieves' guild member(s)
  2. Run-in with law enforcement
  3. Rage
  4. Gaps of knowledge are bridged
  5. Poison
  6. Spontaneous combustion
  7. Nat 1
  8. A message is delivered
  9. A cheek is clapped
  10. Someone gets stabbed
  11. Strategic planning session
  12. A party member hesitates
  13. The Baron's intro is played
  14. Someone ends up with sandy cheeks
  15. Find a lead to start the man hunt
  16. Sneak attack
  17. Backstory reveal
  18. Tea time
  19. Uppies
  20. Unexpected bonding moment
  21. Interparty altercation
  22. Ambush
  23. Double whammy
  24. Nat 20