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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / One-Roll Generators

One-Roll Generators

Each generator is six roll tables thrown at once. Every table is in the Roll Tables compendium.

Frontier Patron

Roll d4, d6, d8, d10, d12 and d20 together and read all six results as one patron. The d10 is their true motive, not necessarily what they say.

Patron — Who They Are (d20)

  1. A struggling homesteader
  2. A respected town elder
  3. A circuit judge or traveling lawman
  4. A wealthy rancher or landowner
  5. A saloon or business owner
  6. A grieving widow or widower
  7. A local preacher or religious figure
  8. A retired soldier or lawman
  9. A railroad or mining company agent
  10. A tribal elder or representative
  11. A traveling merchant
  12. A disgraced former official
  13. A frightened parent
  14. A bounty office clerk
  15. A gambler with debts to settle
  16. A newspaper editor chasing a story
  17. An outlaw looking to go straight
  18. An immigrant new to the territory
  19. A masked or anonymous go-between
  20. Someone with real political power, playing it down

Patron — What They Want Done (d12)

  1. Recover something stolen
  2. Escort someone or something safely
  3. Investigate a disappearance
  4. Deliver a message or package quietly
  5. Remove a specific threat
  6. Settle a dispute without more bloodshed
  7. Find and bring back a missing person
  8. Secure evidence against someone
  9. Negotiate or broker a deal
  10. Guard a place or person for a time
  11. Track down and confirm the fate of someone
  12. Do something they can't be seen doing themselves

Patron — Why They Really Want It (d10)

  1. Simple, honest need
  2. Guilt over a past mistake
  3. Revenge, dressed up as justice
  4. Protecting their reputation
  5. Protecting someone they love
  6. Financial desperation
  7. Fear of what happens if they don't act
  8. Ambition — a stepping stone
  9. Genuine faith or moral conviction
  10. They're being pressured or blackmailed

Patron — The Catch (d8)

  1. They're not telling the whole truth
  2. Someone powerful doesn't want this done
  3. The timeline is far shorter than they let on
  4. They can't actually afford what they're offering
  5. Someone else already tried and failed badly
  6. The job isn't as clean or legal as it sounds
  7. A rival wants the same outcome for worse reasons
  8. Succeeding will make the party a new enemy

Patron — What's Offered (d6)

  1. A modest but fair sum of money
  2. A favor or debt owed, redeemable later
  3. Information the party actually needs
  4. Land, goods, or property
  5. Protection or influence within the town
  6. Considerably more than the job seems worth

Patron — How the Party Meets Them (d4)

  1. They seek the party out directly
  2. The party's reputation reaches them through others
  3. A mutual contact makes the introduction
  4. Pure chance throws them together

Wilderness Encounter

Roll d4, d6, d8, d10, d12 and d20 together and read all six results as one encounter. Use the d10 presence if the hostile force doesn't fit, or layer it alongside.

Wilderness — Nearby Terrain Feature (d20)

  1. Abandoned homestead, roof caved in
  2. Flash-flood-prone creek bed
  3. Rickety rope bridge over a deep ravine
  4. Box canyon with a single way in or out
  5. Loose scree slope, ready to slide
  6. Wreckage of an old wagon train
  7. Half-collapsed mine tunnel entrance
  8. Sheer cliff face with a narrow ledge trail
  9. Sucking bog or quicksand flat
  10. Ruins of a burned-out trading post
  11. Trapper's line shack, still stocked
  12. Overgrown, untended burial mound
  13. Narrow mountain pass, easily choked
  14. Crumbling bathhouse or resort ruin
  15. Isolated lawman's or ranger's outpost
  16. Hidden still or smuggler's cache
  17. Old battlefield, bones still surfacing
  18. Ground overrun by thorned growth
  19. Dry brush that catches flame at a spark
  20. A longship or wagon, stripped and abandoned

Wilderness — Hostile Force (d12)

  1. Bandits holed up nearby (outlaws, opportunists, greed)
  2. Locals hunting easy marks (desperation, territory, cruelty)
  3. A rabid or diseased predator (feral, corruption, single threat)
  4. A hunting pack of beasts (coordination, numbers, instinct)
  5. A spooked, dangerous herd (panic, chaos, size)
  6. A swarm of vermin (numbers, disease, relentless)
  7. An outlaw fleeing the law (desperation, cornered, mobility)
  8. A brutal landowner and hired guns (authority, muscle, leadership)
  9. A hermit defending their solitude (isolation, territory, unpredictable)
  10. A 'friendly' guide leading into a trap (deception, betrayal, setup)
  11. A harmless-looking but dangerous beast (deception, surprise, misjudged threat)
  12. A confidence artist working the road (deception, greed, social)

Wilderness — Nature of the Encounter (d8)

  1. Ambush by a group
  2. A single hidden attacker strikes
  3. Folks who clearly don't want to be found
  4. People in genuine need of help
  5. Hostile creatures on the prowl
  6. The terrain feature itself turns dangerous
  7. The terrain feature promises real loot
  8. Seeming friendlies who aren't, once you're close

Wilderness — Weather & Light (d6)

  1. Clear daylight
  2. Daylight, fog, mist, or rain
  3. Daylight, harsh seasonal weather
  4. Clear night
  5. Night, rain or obscuring weather
  6. Night, a brutal storm

Wilderness — Initial Range (d4)

  1. Spotted from a long way off
  2. Noticed at standard range
  3. Noticed only at Close range
  4. Not noticed until adjacent

Wilderness — Friendly or Neutral Presence (d10)

  1. A reclusive but affable hermit
  2. Loose livestock or a herd animal
  3. A circuit judge, marshal, or ranger
  4. Curious wildlife
  5. An isolated homesteading family
  6. A working trapper or hunter
  7. A back-country settler or native guide
  8. A wandering pilgrim or traveler
  9. A religious recluse or wandering holy figure
  10. An exile, cast out from their community

Frontier Town Encounter

Roll d4, d6, d8, d10, d12 and d20 together and read all six results as one encounter.

Town — What's Happening (d20)

  1. A parade, wake, or celebration is being disrupted
  2. Someone's being roughed up in plain sight
  3. A robbery is in progress
  4. A dispute over local politics turns loud
  5. A crowd has turned on someone
  6. A fire or building collapse is underway
  7. Someone's badly hurt and needs help fast
  8. A con artist is working the crowd
  9. A wagon or horse has bolted
  10. A religious service is being disrupted
  11. A duel or grudge match is about to happen
  12. Livestock has gotten loose downtown
  13. A lynch mob is forming
  14. A public trial or hanging draws a crowd
  15. A bar fight spills into the street
  16. A traveling preacher or huckster draws a crowd
  17. A shipment is being loaded or unloaded
  18. Someone's spreading dangerous rumors
  19. A gambling dispute turns ugly
  20. A stranger's arrival has spooked the town

Town — Who's Involved (d12)

  1. A local bully and hangers-on
  2. A crooked town boss and loyal muscle
  3. Violent outlaws
  4. Zealots or fanatics
  5. An obnoxious, wealthy outsider
  6. A corrupt or overzealous lawman
  7. A mob of drunk locals
  8. A rabble-rousing agitator and followers
  9. A stubborn local of some standing
  10. A dangerously capable hired gun
  11. A self-important local power player
  12. A confused newcomer, in over their head

Town — Why the Party Gets Pulled In (d10)

  1. Someone sympathetic appeals directly to them
  2. Every way around is blocked or dangerous
  3. It's happening right where they are
  4. Something valuable looks there for the taking
  5. Someone offers a reward for stepping in
  6. They're mistaken for someone involved
  7. The obvious way out leads deeper in
  8. Blame gets pinned on them
  9. A familiar face is caught up in it
  10. Local law demands their involvement

Town — Where in Town (d8)

  1. Main street, in the open
  2. The town square or plaza
  3. A back alley
  4. Inside a local business
  5. The saloon or tavern
  6. The stables or livery
  7. Near the church, meeting hall, or courthouse
  8. The train depot, dock, or transit point

Town — What It's Actually About (d6)

  1. Money, debt, or unpaid wages
  2. Respect, pride, or standing
  3. An old grudge or feud
  4. Politics, faith, or ideology
  5. A broken promise or romance
  6. Land, water rights, or property

Town — How Far It Has Escalated (d4)

  1. Still just talk, for now
  2. Shoving, threats, drawn weapons — not fired yet
  3. Already violent when they arrive
  4. Already over; they deal with the aftermath

Tag Reference

When a one-roll "who" result ends in a cluster of tags, this table suggests Creature Types, Roles and Encounter Templates that fit. They are suggestions, not answers: combine them differently or ignore them if your own idea suits the scene better.

TagsCreature TypesRolesEncounter Templates
Outlaws, opportunists, greedHumanoidSoldier, Brute, SniperCommander and Troops, Patrol
Desperation, territory, crueltyHumanoidBrute, PredatorWolf Pack, Raid
Feral, corruption, single threatAnimal, Magical Beast, UndeadBrute, PredatorDragon's Den
Coordination, numbers, instinctAnimal, Magical Beast, VerminSkirmisher, SoldierWolf Pack, Battlefield Control
Panic, chaos, sizeAnimalBrute, SkirmisherWolf Pack
Numbers, disease, relentlessVermin, PlantSkirmisher, ControllerWolf Pack, Battlefield Control
Desperation, cornered, mobilityHumanoidSkirmisher, Predator, SniperRaid, Dragon's Den
Authority, muscle, leadershipHumanoid, ConstructLeader, Brute, SoldierCommander and Troops, Double Line
Isolation, territory, unpredictableHumanoid, Fey, AberrationController, PredatorDragon's Den
Deception, betrayal, setupHumanoid, Fey, OutsiderController, LeaderRaid, Commander and Troops
Deception, surprise, misjudged threatMagical Beast, Aberration, OozePredator, SniperDragon's Den, Raid
Deception, greed, socialHumanoid, FeyController, LeaderRaid, Patrol
Cruelty, dominance, small groupHumanoidBrute, SoldierCommander and Troops
Authority, corruption, leadershipHumanoidLeader, Brute, SoldierCommander and Troops, Double Line
Greed, violence, opportunismHumanoidBrute, Soldier, SkirmisherRaid, Commander and Troops
Conviction, fervor, unpredictableHumanoid, OutsiderController, LeaderCommander and Troops
Arrogance, entitlement, socialHumanoidLeaderNone: a social antagonist, not a fight
Authority, abuse of power, single threatHumanoidSoldier, LeaderDouble Line
Chaos, numbers, unpredictableHumanoidBrute, SkirmisherWolf Pack
Conviction, manipulation, leadershipHumanoid, FeyLeader, ControllerCommander and Troops
Pride, obstinance, single threatHumanoidSoldierNone: a social obstacle, not a fight
Precision, professionalism, single threatHumanoidSniper, PredatorDragon's Den
Arrogance, influence, socialHumanoidLeaderNone: an influence antagonist, not a fight
Naivety, chaos, sympatheticHumanoidNone: not a combat threatNone