🤠 Supernatural Frontier Reference
Strange happenings in the Old West. Ghosts, demons, cursed artifacts, and frontier horror. Roll or choose to add the weird to your western.
👻 Supernatural Encounters (2d10)
| 2d10 | Encounter | Description | Threat Level |
|---|---|---|---|
| 2 | Ghost Town (Literal) | Town inhabited by ghosts of massacre victims | High |
| 3 | Wendigo | Cannibalistic spirit haunting wilderness | Deadly |
| 4 | Skinwalker | Shapeshifting witch in animal form | High |
| 5 | Revenant Gunslinger | Dead gunfighter seeking revenge | Moderate |
| 6 | Demon Cattle | Possessed herd with glowing red eyes | Moderate |
| 7 | Phantom Stagecoach | Ghost coach that rides at midnight | Low |
| 8 | Cursed Gold | Treasure that brings death to possessors | Variable |
| 9 | Vampire Cattle Baron | Undead rancher controls territory | Deadly |
| 10 | Medicine Man's Curse | Hex placed on town or individual | Moderate |
| 11 | Devil at the Crossroads | Deal-making demon offering power | Varies |
| 12 | Haunt at the Well | Drowned spirit poisons water and livestock | Moderate |
| 13 | Possessed Lawman | Sheriff controlled by entity, enforcing unnatural law | High |
| 14 | Feral Familiar | Witch's animal servant seeking new master | Low |
| 15 | Dust Wraith | Spirit of drowned prospector rides the sandstorms | Moderate |
| 16 | The Hollow Man | Human shell emptied and refilled with something old | High |
| 17 | Bone Oracle | Assembled skeleton that answers questions truthfully, for a price | Variable |
| 18 | The Hanged Jury | Twelve executed men holding court, passing judgment on the living | Deadly |
| 19 | Shadow Herd | Stampede of dark shapes that leave no tracks but kill everything they touch | Deadly |
| 20 | The Walking Town | Entire settlement relocated overnight by unknown means; no resident remembers moving | Unknown |
💀 Cursed Items & Artifacts (2d10)
| 2d10 | Item | Curse Effect | How to Break |
|---|---|---|---|
| 2 | Dead Man's Gun | Never misses but kills owner eventually | Kill the one who cursed it |
| 3 | Aztec Gold Coins | Cannot enjoy earthly pleasures while possessed | Return all coins to origin |
| 4 | Scalp Belt | Ghosts of victims haunt wearer | Proper burial of victims |
| 5 | Hangman's Noose | Compels wearer toward suicide | Burn during full moon |
| 6 | Mirror from Brothel | Reflection shows your sins | Smash with silver |
| 7 | Confederate Sword | Drives owner to violence | Reconciliation ritual |
| 8 | Indian Burial Necklace | Ancestors seek revenge | Return to sacred ground |
| 9 | Poker Deck (Devil's) | Always win but lose soul slowly | Lose deliberately to saint |
| 10 | Outlaw's Hat | Wanted posters appear everywhere | Die in the hat |
| 11 | Widow's Ring | All lovers die mysterious deaths | True love's acceptance |
| 12 | Preacher's Bible | Owner cannot speak anything but scripture | Willfully speak a lie aloud |
| 13 | Prospector's Pan | Only finds cursed gold; bearer cannot discard it | Give freely without payment |
| 14 | Sheriff's Badge (Tarnished) | Draws criminals and violence wherever worn | Bestow on a worthy successor |
| 15 | Cavalry Saber | Wearer hears the screaming of everyone it has killed | Bury with full military honors |
| 16 | Locket with No Portrait | Owner forgets the face of everyone they love | Fill it with your own blood |
| 17 | Medicine Drum | Summons what answers when played; cannot be unplayed | Find what was called and send it back |
| 18 | The Long Coat | Bullets pass through wearer harmlessly — so do all other physical things | Choose to be struck and accept it |
| 19 | Deed to the Land | Owner cannot leave the property; territory slowly expands | Deed must be signed over freely by willing heir |
| 20 | The Empty Coffin | Whoever opens it sees their own corpse inside; vision is always accurate | Unknown — no one who found out survived to tell |
🏜️ Strange Frontier Locations (2d10)
| 2d10 | Location | Description |
|---|---|---|
| 2 | Deadwood | Town where dead walk among living, both pretend not to notice |
| 3 | Blood Gulch | Canyon where water runs red, animals refuse to enter |
| 4 | Devil's Backbone Ridge | Rock formation shaped like spine, howling at night |
| 5 | Hangman's Tree | Massive oak where 50 were hanged, nooses still swing |
| 6 | Whisper Valley | Voices carry for miles, secrets echo endlessly |
| 7 | Bone Orchard | Cemetery where graves open themselves nightly |
| 8 | Salvation (Town) | Perfect town that never changes, residents never age |
| 9 | Lost Dutchman Mine | Cursed gold mine, finders never return sane |
| 10 | Coyote Crossing | Bridge where skinwalkers gather under full moon |
| 11 | The Barrens | Nothing grows, compasses spin, travelers vanish |
| 12 | Widow's Peak Station | Abandoned rail depot; trains still stop here on schedule, carrying passengers who disembarked years ago |
| 13 | The Mirror Lake | Perfectly still water reflects a landscape that doesn't match the surrounding terrain |
| 14 | Preacher's Hollow | Natural amphitheatre where sound behaves strangely; sermons given here are remembered forever, word for word |
| 15 | Thornfield | Town that appears only in fog; residents are courteous, helpful, and have been waiting for someone specifically |
| 16 | The Salt Flats Maze | Vast flat plain where trails loop back on themselves; the center contains something that has been waiting a long time |
| 17 | Gallows Canyon | Rock formations shaped like hanged men; wind through the canyon sounds like last words, different each time you listen |
| 18 | The Bleached Cathedral | Structure built entirely of bone in the desert, no foundation, no builder identified; interior is always cool and smells like incense |
| 19 | Reckoning Mesa | Flat-topped rock where duels are settled permanently — winner and loser both walk up, only the winner walks down, but sometimes neither does |
| 20 | The Wound | Crack in the earth a mile wide and of unknown depth; temperature drops to freezing at the edge; sounds rise from below that have no earthly equivalent |
🦅 Omens & Warnings (2d10)
| 2d10 | Omen | Meaning |
|---|---|---|
| 2 | Black Vultures Circling | Death coming to town within 3 days |
| 3 | Coyotes Howling at Noon | Skinwalker nearby, hunting |
| 4 | Blood Moon Rising | Dead will walk tonight |
| 5 | All Horses Refuse to Cross | Cursed ground ahead, turn back |
| 6 | Sudden Cold Wind | Ghost passing through, bad luck follows |
| 7 | Rattlesnake in Church | Devil has marked this place |
| 8 | Mirror Cracks | Your doppelganger walks free |
| 9 | Crow Speaks English | Witch's familiar delivering message |
| 10 | Dust Storm Shapes Face | Ancestor warning of danger |
| 11 | Cards Fall All Aces | Death hand, someone dies tonight |
| 12 | Well Water Turns Sweet | Something has made a bargain nearby; sweetness is the cost being paid |
| 13 | Dogs Bury Their Collars | Their owners will not need them soon; give the animals water and let them go |
| 14 | Smoke Rises Without Fire | A spirit is marking territory; do not camp within sight of the smoke |
| 15 | Clocks Stop Together | A moment is about to repeat; whatever happened here before is happening again |
| 16 | Child Points at Nothing | Something is present that only children can see; it is aware the child has noticed it |
| 17 | Stars Rearrange Overnight | The land has shifted; old maps are wrong; sacred boundaries have moved |
| 18 | All Candles Blow Out at Once | Something that hates light is very close; it is deciding whether you are worth the attention |
| 19 | Your Shadow Moves First | Your fate has already been decided in another world; you are simply catching up to it |
| 20 | The Horizon Bends Inward | You are inside something's territory now; it knows you are here; it is allowing you to continue — for now |