Argue(Eddy andUther)ComedownstairsDM has totellpllayer/sto shut upGotemotionallyattached toan NPCBuyssomethingtotallyunnecessarySplitthepartyA majoreventhappensShopeditionStarts arandomsidediscussionDramaticconfrontationwith pastInsigh-checksan NPCcompletelyignores animportantpiece ofworld loreA Dice RollChangestheOutcomeA CharacterMakes aPersonalPromise toAnotherA CharacterHas aMentorMomentA playertotallyignores aclue from theDMCatsintervation/sAn NPCRecognizesa PlayerThe partymeets anNPC fromsomeone’spastThe DMhas toquicklyimproviseDeathsaveAsk for aspecificrollArgue(Eddy andUther)ComedownstairsDM has totellpllayer/sto shut upGotemotionallyattached toan NPCBuyssomethingtotallyunnecessarySplitthepartyA majoreventhappensShopeditionStarts arandomsidediscussionDramaticconfrontationwith pastInsigh-checksan NPCcompletelyignores animportantpiece ofworld loreA Dice RollChangestheOutcomeA CharacterMakes aPersonalPromise toAnotherA CharacterHas aMentorMomentA playertotallyignores aclue from theDMCatsintervation/sAn NPCRecognizesa PlayerThe partymeets anNPC fromsomeone’spastThe DMhas toquicklyimproviseDeathsaveAsk for aspecificroll

DND - 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. Argue (Eddy and Uther)
  2. Come downstairs
  3. DM has to tell pllayer/s to shut up
  4. Got emotionally attached to an NPC
  5. Buys something totally unnecessary
  6. Split the party
  7. A major event happens
  8. Shop edition
  9. Starts a random side discussion
  10. Dramatic confrontation with past
  11. Insigh-checks an NPC
  12. completely ignores an important piece of world lore
  13. A Dice Roll Changes the Outcome
  14. A Character Makes a Personal Promise to Another
  15. A Character Has a Mentor Moment
  16. A player totally ignores a clue from the DM
  17. Cats intervation/s
  18. An NPC Recognizes a Player
  19. The party meets an NPC from someone’s past
  20. The DM has to quickly improvise
  21. Death save
  22. Ask for a specific roll