ComedownstairsA Dice RollChangestheOutcomeThe partymeets anNPC fromsomeone’spastA majoreventhappensAsk for aspecificrollDeathsaveDramaticconfrontationwith pastAn NPCRecognizesa PlayerA CharacterHas aMentorMomentGotemotionallyattached toan NPCCatsintervation/sDM has totellpllayer/sto shut upBuyssomethingtotallyunnecessaryArgue(Eddy andUther)A CharacterMakes aPersonalPromise toAnotherA playertotallyignores aclue from theDMThe DMhas toquicklyimproviseStarts arandomsidediscussionSplitthepartycompletelyignores animportantpiece ofworld loreInsigh-checksan NPCShopeditionComedownstairsA Dice RollChangestheOutcomeThe partymeets anNPC fromsomeone’spastA majoreventhappensAsk for aspecificrollDeathsaveDramaticconfrontationwith pastAn NPCRecognizesa PlayerA CharacterHas aMentorMomentGotemotionallyattached toan NPCCatsintervation/sDM has totellpllayer/sto shut upBuyssomethingtotallyunnecessaryArgue(Eddy andUther)A CharacterMakes aPersonalPromise toAnotherA playertotallyignores aclue from theDMThe DMhas toquicklyimproviseStarts arandomsidediscussionSplitthepartycompletelyignores animportantpiece ofworld loreInsigh-checksan NPCShopedition

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