TheBaron'sintro isplayedTeatimeUppiesFind alead tostart theman huntRageSpontaneouscombustionA partymemberhesitatesStrategicplanningsessionNat20A cheekisclappedSomeonegetsstabbedRun-in withlawenforcementAmbushUnexpectedbondingmomentAmessageisdeliveredPoisonSomeoneends upwith sandycheeksSneakattackBackstoryrevealNat1Encounterthieves'guildmember(s)Gaps ofknowledgearebridgedDoublewhammyInterpartyaltercationTheBaron'sintro isplayedTeatimeUppiesFind alead tostart theman huntRageSpontaneouscombustionA partymemberhesitatesStrategicplanningsessionNat20A cheekisclappedSomeonegetsstabbedRun-in withlawenforcementAmbushUnexpectedbondingmomentAmessageisdeliveredPoisonSomeoneends upwith sandycheeksSneakattackBackstoryrevealNat1Encounterthieves'guildmember(s)Gaps ofknowledgearebridgedDoublewhammyInterpartyaltercation

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