DoublewhammyAmbushTheBaron'sintro isplayedEncounterthieves'guildmember(s)Nat1Someoneends upwith sandycheeksStrategicplanningsessionInterpartyaltercationSomeonegetsstabbedUnexpectedbondingmomentRageSpontaneouscombustionRun-in withlawenforcementTeatimeNat20PoisonBackstoryrevealA cheekisclappedAmessageisdeliveredGaps ofknowledgearebridgedA partymemberhesitatesUppiesFind alead tostart theman huntSneakattackDoublewhammyAmbushTheBaron'sintro isplayedEncounterthieves'guildmember(s)Nat1Someoneends upwith sandycheeksStrategicplanningsessionInterpartyaltercationSomeonegetsstabbedUnexpectedbondingmomentRageSpontaneouscombustionRun-in withlawenforcementTeatimeNat20PoisonBackstoryrevealA cheekisclappedAmessageisdeliveredGaps ofknowledgearebridgedA partymemberhesitatesUppiesFind alead tostart theman huntSneakattack

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.


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