Need something to throw at your players? Here are encounter hooks you can use or reshape, grouped by grade so there are ideas for every level of play. Roll a d6 on any table, or just pick. The enemies are described by grade and theme; stat them with whatever curses or curse users suit your table.
Grade 4
Good for a low-level party.
| d6 | Encounter |
|---|---|
| 1 | Clothing Store Disappearance. Night-shift workers have gone missing at a clothing store. Investigating, the party notices the mannequins moving on their own. Four grade 4 curses inhabit them and attack anyone who gets close. |
| 2 | Missing Livestock. A farmer loses animals every week. Drag marks lead from the fields to a river holding three kappa-like grade 4 curses. The party can exorcise them, or bow. If they bow, the water spills from the curses’ heads and they leave the farm in peace. |
| 3 | Convenience Store Attack. People are attacked inside a convenience store. A few fly-headed grade 4 curses buzz around as a distraction while two vending-machine curses wait to ambush. |
| 4 | Fisherman Attack. Spirits attacked local fishermen. The party meets a mix of grade 4 sea curses, coconut, flying-ray, and durable-squid shaped. |
| 5 | Bank Robbery. Curse users are robbing a bank: two average and two strong grade 4 sorcerers. Give them techniques that fit the heist. |
| 6 | Abandoned Warehouse. A cluster of cursed energy is detected in an abandoned warehouse, where four grade 4 curses reside. |
Grade 3
Good for an early mid-game party.
| d6 | Encounter |
|---|---|
| 1 | Museum Activity. Strange sightings inside a museum turn out to be three living-armor grade 3 curses. |
| 2 | Beach Disappearance. Swimmers are pulled under by an invisible force. At the beach the party finds a coconut-crab curse, two seal curses, and two siege-shrimp curses. |
| 3 | Gym Attack. Weights fly at gym-goers on their own. Inside are a muscle curse, two grade 3 curses, and one huge curse. |
| 4 | Reclusive Curse User. The higher-ups want a curse user living out in the woods brought in dead or alive. A strong grade 3 sorcerer waits in a lone cabin, having tamed four dog curses. |
| 5 | Missing Hiker. A hiker vanishes mid-walk. Two bear curses ambush the party. |
| 6 | Public Outrage. A manipulator has loosed a swarm of grade 3 spirits in a public area. Exorcise them while protecting the civilians. |
Grade 2
Good for a mid-game party.
| d6 | Encounter |
|---|---|
| 1 | Rogue Curse User. A wanted grade 2 curse user is spotted in town and has tamed an aura-catfish curse. |
| 2 | School Encounter. The seal on a school’s protective cursed object has aged, drawing spirits in. Inside are a vengeful semi-grade 2 spirit and two semi-grade 2 curses. |
| 3 | Cold Spring. A local hot spring has mysteriously gone cold. An ice curse is draining its heat. |
| 4 | Zoo Outbreak. Keepers go missing at a cursed zoo: a monkey curse, a lesser tiger curse, and an elephant curse. |
| 5 | Curse Attack. Two curses are attacking civilians: an electric-catfish curse and a plasma curse. |
| 6 | Clan Raid. One of the big three sorcery clans is under attack as four grade 2 sorcerers try to steal cursed tools from its storehouse. |
Grade 1
Good for a mid-to-late-game party.
| d6 | Encounter |
|---|---|
| 1 | Unquenchable Fire. Firefighters can’t stop a forest fire; the higher-ups suspect a curse. Four minor fire curses and a forest-fire curse are the cause. |
| 2 | Church Songs. An entire congregation has vanished, and singing echoes from the church. A singing-clergyman curse waits inside. |
| 3 | Cursed Object Retrieval. The higher-ups locate a cursed object on a mountain. Heavy snow slows the climb, and a yeti curse guards the way up before the party can reach it. |
| 4 | Swamp Sightings. Trees topple with no visible cause. A serpent curse lurks in the swamp. |
| 5 | Attempted Kidnapping. Curse users ambush the party to abduct one of its members: two strong and two average grade 1 sorcerers. |
| 6 | The Anthill. A huge anthill outside the city was raised by a strong spirit. On approach: four ant curses and two drone ants. At the entrance: two trapdoor ants and two soldier ants. Inside: an ant-queen curse with four babysitter ants and ten ant larvae. |