TEXT: HONOR  AND  ETA
  Adventure Background
  Cakon is a wealthy city founded on trade. Like all the cities of
  Rokugan, Cakon has a strict caste system. The “kuge,” or noble
  samurai families, form the uppermost caste. The kuge are often
  related directly to the Imperial Family, hold titles, or own large
  amounts of land. The next caste is the “buke,” or samurai. The buke
  are landowners and part of the military elite. The next caste is the
  “bonge,” or commoners. The bonge include both the “heimin,”  who
  are often merchants, craftsmen, and farmers, as well as the “hinin,”
  who include criminals, entertainers, geisha, and “eta.” The eta dwell
  outside Cakon in a squalid hamlet. They do the jobs that are thought
  to interfere with inner harmony and cause spiritual pollution, including
  butchering, the removal of human and animal waste, and executions.
  Tomie Cho dwells in a mud but a few miles outside the city of
  Cakon. She is the last of her family, a people cursed generations
  ago for drinking from a sacred well. Tomie Cho, like all of her family,
  is a lycanthrope - a weretiger. She lives by hunting in her tiger form
  and tending a small wild garden of sweet potatoes and yellow beans.
  Time has not been kind to Tomie Cho; she has become old and
  weak. Hunting rabbits has become difficult, gardening tiresome.
  Tomie Cho has found easier prey: the eta.
  The untouchables live in constant fear of the “spirit creature”
  who hunts them for food. They are convinced that the impurity of
  their souls has led the wicked creature to them. By refusing to perform
  the duties associated with spiritual pollution, the eta hope to attain
  salvation from the monster.
  Mibu Kagemaro, a lesser Kuge of Cakon and member of the
  Crane clan, has recently been promoted to an office in the financial
  ministry. To celebrate the promotion, Kagemaro and his older brother
  Mibu leko spent an evening at the “House of Tranquility” geisha
  house. While enjoying the company of a lovely and talented poetess,
  the brothers were attacked by a drunken and jealous mercenary.
  Before the local police could intervene, the mercenary slew leko
  and wounded Kagemaro.
  The mercenary was sentenced to death, but  the judge, a rival of
  the Mibu family, placed a clause on the execution: If, for any reason,
  the sentence could not be carried out in three days, the mercenary
  was to be released.
  When the local authorities went to the eta village to hire an
  executioner, they discovered that no one would accept the job. They
  tried both money and threats, but nothing could entice the eta to
  return to work.
  When Mibu Kagemaro discovered the plight of the eta, he decided
  to take action. Kagemaro traveled to a “common” part of Cakon to
  hire a group of adventurers to save the eta and restore the typical
  social order to Cakon.
  Adventure Synopsis
  This adventure revolves around two common themes in many Asian
  cultures, societies, and mythology: honor and caste. Honor involves
  following what society deems as proper, respectable behavior. Caste
  involves the social and economic class in which each person is
  born. Few can break out of these socially enforced prisons.
  During the course of the adventure, the characters will delve into
  the lowest level of the caste system. The caste of the eta, or hinin,
  are those who are polluted with sin (by the standards of religious
  purity). These people do the jobs that are associated with filth, blood,
  and death.
  To complete the adventure, the characters must discover what
  is plaguing the local eta village. They need to follow several clues
  that lead to an elderly woman cursed with lycanthropy who has
  been devouring the untouchables. Only once the lycanthrope is
  destroyed will the eta be safe and return to their unsavory work.
  The adventure begins in a wealthy trade city. The city can easily
  be set in any Oriental Adventures campaign including a setting of
  your own devising. Once in the city, the PCs meet a troubled yet
  honorable aristocrat who needs to complete a job that his caste will
  not permit him to attempt.
  Honor  and  Eta
  What’s Eating the Eta?
  by Dave Zenz
  artwork and cartography by Dennis Cramer
  “Honor and Eta” is a D&D Oriental Adventures scenario set in the world of Rokugan that is designed to
  challenge four 1st-level player characters. The adventure can be adjusted for characters up to 8th level
  by increasing the strength and number of the villains as described in the “Scaling the Adventure”
  sidebar. Characters with a high regard for honor would be most suited for this adventure. A shaman or a
  shugenja would prove to be helpful. Characters who complete the adventure should gain enough
  experience to reach the midpoint to the next level.
  Note: Honor is important in Rokugan-some might say more important than life itself. The honor “level”of
  every NPC is noted in their respective stat blocks after alignment. See page 68 of Oriental Adventures
  for more information on honor.
  
  HONOR  AND  ETA
  Character Hooks
  The characters can be in the city of Cakon for many reasons.
  Some might be native to the region, while others might dwell in
  outlying areas. Since the city is founded on trade, the characters
  might have journeyed to the location for supplies. Nearby shrines
  might have attracted religious PCs. The characters could have
  just completed a mission for a patron, instructor, or daimyo and
  are now enjoying some free time.
  The motive for the characters to help young Mibu Kagemaro
  can be driven by the quest to achieve wealth (the reward Mibu
  Kagemaro offers), the aspect of duty (social duty or “gimu”), mercy
  for the eta (compassion for others or “ninjo”), or just personal
  honor.
  Western characters traveling through the exotic Orient might
  also be interested in this mission. Since they are outside the
  social structure, the lure of wealth and excitement might prove
  motive enough.
  Encounter 1: A Polite Request.
  Scaling the Adventure
  Although this adventure is designed for beginning characters,
  the module can be run for characters up to 8th level by changing
  the strength and number of the opponents.
  2nd- to 3rd-level PCs: Run the adventure as written but
  with the following changes:
  • Add one more crow tengu to encounter 4.
  • Give Tomie Cho a level of wu jen.
  4th- to 5th-level PCs: Run the adventure with the changes
  above, as well as with the following modifications:
  • Giving the tengu in encounter 4 maximum hit points.
  • Increase the number of bakemono in encounter 6 to four
  per PC.
  • Adjust Tomie Cho to reflect the basic weretiger template in
  the Monster Manual (no age penalties). Also, have Tomie Cho
  soak the outside of her but with water to prevent it from easily
  burning.
  6th- to 7th-level PCs: In addition to the changes above,
  add the following modifications:
  • Increase the number of tengu in encounter 4 to one per
  PC, each with two levels as a samurai.
  • Make the bakemono in encounter 6 hobgoblins and double
  the number.
  • Give Tomie Cho three levels of wu jen.
  8th-level PCs: In addition to the changes above, add the
  following modifications:
  • Increase the number of tengu in encounter 4 to three per
  PC, each with three samurai levels.
  • Change the bakemono in encounter 6 to ogres.
  • Give Tomie Cho five levels of wu jen, and two ghast allies.
  Despite the fact that it is early morning, the temperature and
  humidity have already reached uncomfortable levels. The
  market district is full of activity. Swarms of gnats, common
  summer pests, hang like clouds over the damp earthen roads.
  A trio of bamboo flute playing musicians has captured your
  attention. Perhaps it is the common entertainment that attracts
  you, or maybe it’s the silk tarp that promises shade and a
  slight breeze.
  While watching the performance, the PCs notice a brightly painted
  palanquin carried by two sweat-soaked youths. The palanquin is
  brought to the edge of the performance and lowered. The screens
  are opened and a slight, young, thin-lipped, man is visible inside.
  The man wears a beautiful pastel orange silk kimono. His hair is
  cut and oiled in the latest court fashion. A noticeable bruise
  darkens the young man’s left eye.
  When the musicians have finished, the young man
  passionately applauds and tosses a handful of rectangular silver
  coins toward the players. He then raises his voice and states
  that he is looking for a few bold and honorable citizens.
  As the musicians depart, a small group gathers about the
  palanquin, eager to see more examples of this noble’s wealth.
  Creature (EL 1): With the slightest bow of his head, the young
  noble introduces himself as Mibu Kagemaro, a member of the
  financial ministry and member of the Crane Clan. He politely
  waits for all of those gathered to introduce themselves before he
  begins:
  “Two nights ago, my brother Mibu leko and myself enjoyed
  the company of the geisha O-Sode at the House of Tranquility.
  O-Sode is a most talented poet and the favorite of many
  customers. While enjoying the divine company of O-Sode,
  we were interrupted by the drunken mercenary Daigoro.
  Daigoro was angry that he was unable to enjoy the services
  of O-Sode after returning from a hard campaign in the north.
  My brother called out for assistance and Daigoro slew him
  with a hidden dagger. I, too, was attacked before the doshin
  (local police force) could contain Daigoro.
  “Daigoro was taken before Judge Sono Kentanaga and
  sentenced to death. The Sono have long been rivals with the
  Mibu, and the Judge placed a clause on Daigoro’s sentence.
  If Daigoro’s sentence is not carried out in three days, the
  punishment is deemed unfortunate and unlucky, and Daigoro
  is to go free.
  “The doshin went to the eta village to hire an executioner
  as soon as the sentence was posted. However, none of the
  untouchables would accept the task. Promises of gold coins
  and threats of death could not convince the eta to complete
  the task. The eta said that a man-eating spirit has been ritually
  devouring them as punishment for their unclean souls. They
  refuse to do any of the duties they normally perform until the
  creature is destroyed.
  “If a suitable executioner is not available by sunset today
  Daigoro will go free. The death of my brother and the attack
  on my person crave justice. My loss of honor would be
  unbearable. I come to you at great risk of embarrassment to
  myself and my family name. I ask you to help me make certain
  that Daigoro receives the punishment he deserves.
  “A cash string of 30 gold coins awaits any and all who accept
  this challenge. Upon successful completion of the task, I ask
  you to meet me here at dusk. I cannot advise you how to
  proceed in this endeavor. I only ask that you use good
  judgment and act independently so as not to further add to
  my embarrassment. You have my thanks and those of my
  ancestors”
  
  HONOR  AND  ETA
  With that, Mibu Kagemaro bows his head to the assembled
  group and closes the palanquin screens. His bearers take him
  away from the market district as the crowd slowly dissipates.
  Only a few stolid-looking individuals remain.
  Mibu Kagemaro avoids contact with the PCs until their mission
  is complete. Should the PCs attempt to contact him, he sends a
  servant who bears a note that politely requests the PCs act on
  their own. He offers no further direction or advice.
  PCs might want to use the Sense Motive skill to determine
  Mibu Kagemaro’s intentions. A successful check (DC 20) reveals
  that Mibu Kagemaro has been honest, trustworthy, but
  embarrassed by the entire incident.
  �  Mibu Kagemaro, Human Male Ari2: CR 1; Medium-size
  Humanoid (5 ft. 6 in. tall); HD 2d8; hp 13 (currently 8); Init +0;
  Spd 30 ft.; AC 10; Atk +1 melee (1d4/crit 19-20, dagger); AL LN
  (Honorable Thought); SV Fort +0, Ref +0, Will +4; Str 10, Dex
  10, Con 11, Int 14, Wis 12, Cha 12.
  Skills: Craft (calligraphy) +4, Diplomacy +5, Knowledge
  (geography) +6, Knowledge (nobility and royalty) +6, Listen +5,
  Perform (ballad, drama, ode) +4, Profession (scribe) +5, Ride
  +4, Sense Motive +5; Feats: Endurance, Skill Focus (Profession-
  scribe).
  Possessions: Silk kimono, dagger, calligraphy brush set with
  ink and parchment, coin purse with 100 gp and 30 sp.
  Tactics: Mibu Kagemaro will avoid a fight if possible. Although
  he has had the basic training in the arts of bushido, he relies
  upon his sharp mind and status as weapons.
  Development: The players might be tempted to have their
  characters perform the execution. If this course of action is
  suggested, the DM should explain that by undertaking the job of
  executioner, the character would attain the same
  social stigma associated with the eta. Such a
  character would risk   loss of all honor and spiritual
  pollution - indeed, such a character would not
  even be allowed to approach members of the
  kuge, such as Mibu Kagemaro. Any other
  member of the kuge or buke castes (possibly
  including adventuring companions) would
  shun the character from the execution
  onward, and even non-eta bonge would
  go out of their way to avoid the character
  once news spread of the PC’s deed.
  If the characters suggest this to
  Kagemaro, he looks at them in disgust,
  then pretends he didn’t hear them
  correctly. If the PCs press the issue, he
  either leaves the area, or, if in his own
  “territory,” call for guards to escort the
  “would-be eta” from his presence.
  Creatures (EL 2 or 4): The characters
  might also seek to hire an NPC executioner.
  All NPCs they approach turn away with
  disgust. A samurai member of the Lion clan
  traveling discretely to a rendezvous is in
  town, and there is a chance the PCs might
  try to hire him, as he carries a concealed
  katana (Spot, DC 15 to notice it). They also
  attract the attention of a member of
  Diagoro’s mercenary band, the ronin Tetsuo,
  with any inquiries. He then   approaches the
  PCs, feigning interest in their offer
  to find out exactly what they’re
  attempting.
  �   Ogura Tokinari,
  Human Male Sam2: CR
  2; Medium-size Human-
  oid (5 ft. 10 in. tall); HD
  2d10; hp 16; Init +5 (+4
  Improved Init, +1 Dex);
  Spd 30 ft.; AC 11; Atk
  +4 melee (1d10+1/crit
  19-20, katana); AL N
  (Honorable Action); SV
  Fort +4, Ref +1, Will
  +0; Str 12, Dex 12,
  Con 11, Int 10, Wis 11,
  Cha 13.
  Skills: Craft (calli-
  graphy) +1, Disguise
  +1, Knowledge (nobi-
  lity and royalty) +1,
  Listen +2, Perform +1,
  Ride +2, Spot +1.
  Feats: 
  Improved
  Initiative, Mounted
  Combat, Weapon
  Focus (katana).
  Possessions: Poor
  quality kimono, rain cape,
  masterwork katana (con-
  cealed), masterwork wakizashi (concealed), straw hat, coin purse
  with 20 gold pieces.
  Tactics: Ogura Tokanari will be insulted to the point of
  violence if asked to perform an execution. He will also
  be embarrassed that his disguise has been
  exposed. He will challenge the offending
  character to a duel unless the party suc-
  cessfully makes a Diplomacy check (DC 15).
  Should combat break out, Tokanari will fight
  to first blood before he feels his honor is
  satisfied.
  �  Tetsuo, Human Male Ftr2/Rog2: CR
  4; Medium-size Humanoid (5 ft. 8 in. tall); HD
  2d10 plus 2d6; hp 25; Init +2; Spd 30 ft.; AC
  14 (leather armor, +2 Dex); Atk +8 melee
  (1d6+3/crit 19-20, wakizashi); SA sneak
  attack +1d6; SQ evasion; AL NE
  (Honorless); SV Fort +3, Ref +3, Will
  +0; Str 17, Dex 14, Con 11, Int 9, Wis
  10, Cha 7.
  Skills: Appraise +4, Balance +4,
  Bluff +4, Climb +6, Disable Device +4,
  Disguise +4, Escape Artist +4, Forgery
  +2, Listen +2, Ride +2, Swim +4. Feats:
  Endurance, Weapon Focus (wakizashi),
  Power Attack, Cleave.
  Possessions: Cotton kimono, dirty leather
  armor, thieves’ tools, masterwork wakizashi,
  coin purse with 12 sp.
  
  HONOR  AND  ETA
  Creature (EL 1/3): As the PCs approach the gate, a small
  brown and white dog slinks out of an alley and begins to sniff the
  old beggar. As the dog becomes more inquisitive, the beggar
  becomes visibly distressed and begins to cry out. The dog,
  sensing the old man’s fear, begins to growl and snap. The guards
  and a few farmers stop to watch the alarmed old man. Laughter
  breaks out when the beggar starts to whimper as the dog tugs
  on his tattered clothing.
  � Stray Dog (Inu): CR 1/3; Small Animal; HD 1d8+2; hp 6;
  Init +3 (Dex); Spd 40 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk
  +2 melee (1d4+1/ crit 20 bite); SQ scent; AL N; SV Fort +4,
  Ref +5, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
  Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1/
  +8.
  Tactics: The dog is just curious and only attacks if
  cornered.
  Creature (EL 5): The old beggar is able
  to defend himself but is
  currently on a spiritual
  journey that man-
  dates he cannot
  raise a hand to do
  so if attacked.
  � Old Beggar,
  Human Male Mnk5: CR 5;
  Medium size Humanoid (5 ft. 2 in. tall);
  HD  5d8; hp 38; Init 0; Spd 40 ft.;
  The gates of the city are open,
  inviting in a modest breeze and a
  constant flow of oxen and farmers.
  Two guards clad in heavy o-yori
  armor, jingasa helmets, and
  clutching spears check the
  farmer’s packs for contraband. The
  warriors look quite bored and seem
  to care little about the job they
  perform. An old beggar sits in the
  shade of the gate and extends a
  cracked clay bowl toward all who
  pass. His skin is tanned dark by the sun and his head is
  plucked bald. He wears a simple rag loincloth.
  AC 15; Atk +3 melee (1d8,
  unarmed attack); SA stunning
  attack; SQ evasion, still mind, slow
  fall (20 ft.), purity of body; AL LG
  (outside the realm of honor); SV Fort
  +4, Ref +8, Will +9; Str 10, Dex 14,
  Con 11, Int 10, Wis 17, Cha 8.
  Skills: Concentration +6, Escape
  Artist +8, Hide +12, Listen
  +6, Move Silently +10,
  Tumble +7. Feats:
  Deflect Arrows, Iron
  Will, Lightning Ref-
  lexes, Skill Focus (Hide).
  Possessions: 
  Rag
  loincloth, begging bowl.
  Tactics: The old beggar is an
  enigma. He uses his Hide
  skill if followed by the PCs
  and avoids combat at all cost.
  Development: If the PCs
  even movetoward the dog, it flees. The
  guards go back to their duties, and the
  flow of traffic in and out of the city
  continues. The old beggar, safe and
  happy, then approaches the PCs
  and bows.
  “Generous citizens, you have
  my humble thanks for saving my
  unworthy self. I would like to return
  the favor by telling you a riddle: ‘Under
  the right arm of the strong is the gift. The strong bends to the sky
  with two benches of stone at his feet. The gift will guide your
  fortune’.”  After reciting his riddle, the beggar sits down and returns
  to his bowl. He will answer no questions nor speak again to the
  PCs. The gate guards explain that he offers this riddle to everyone
  and is most likely crazy.
  If the PC do nothing about the stray dog, it runs off after a few
  nasty tugs on the old mans rags. The old beggar scrambles to
  his feet and wanders away muttering
  to himself.
  Creatures (EL 1): The gate
  Kuge guards are lazy, but they
  do understand that guarding the
  gate is their duty. If asked for
  directions to the eta village, they
  will look slightly incredulous as to
  why the PCs would want to go
  there, but they provide the in-
  structions. The guards then make
  quiet, but audible, jokes about the
  characters “visiting that sty of
  humanity” and “wanting to be more
  like the pigs” as the PCs walk away.
  � Gate Guards, Human Male
  War1 (2): CR ½; Medium-size
  Humanoid (5 ft. 9 in. tall); HD 1d8;
  hp 11 each (includes +3 hp for
  Toughness); Init +0; Spd 20 ft.; AC
  14 (+4 brigandine); Atk +1 melee
  (1d8/crit  x3, shortspear);
  Tactics: If Tetsuo is asked about rendering services
  as an executioner, he will question the party to
  discover the victim. He then laughs at the PCs
  and plots an ambush. First Tetsuo will use his
  Hide skill in a narrow residential alleyway and
  await the PCs’ approach. Tetsuo then
  attempts to sneak attack the strongest
  looking PC in the tight alley before wading
  into combat with the rest of the group.
  Tetsuo will fight until he has taken half
  damage and then try to flee.
  Encounter 2: The City Gate
  The eta dwell outside the walls of  the
  city. Eventually the PCs have to leave the
  city to speak with them. When they leave
  Cakon, read or paraphrase the following:
  
  HONOR  AND  ETA
  AL LN (Honorable Action); SV Fort +2, Ref +0, Will -1; Str 11,
  Dex 10, Con 10, Int 10, Wis 9, Cha 10.
  Skills: Climb -3, Intimidate +2, Listen +3, Spot +3. Feats:
  Alertness, Toughness.
  Possessions: Brigandine armor, cotton kimono, shortspear,
  bamboo pipe and tobacco, coin purse with 9 gold pieces.
  Tactics: If trouble erupts, the guards cry out and try to hold
  the post. Although lazy, they understand that deserting the gate
  will cost them their lives.
  Encounter 3: The Village of the Untouchables
  The eta village lies only a quarter mile outside the city and is
  visible from the city gate. Read or paraphrase the following as
  the characters enter the village:
  The village of the eta is little more than a collection of wicker
  and thatch huts on a barren plain. Garbage and filth cover the
  muddy ground. The smell is pungent in the warm air and
  catches in your throat. The people who dwell in this squalor
  do the jobs associated with spiritual pollution: the removal of
  garbage, sweeping of streets, butchering, fish cleaning, leather
  work, burying the dead, and performing executions. The eta
  are despised by nearly all the people of Rokugan, even their
  fellow non-eta bonge. A samurai can practice “kirisute-gomen”
  and cut down an eta on the spot for any imagined insult without
  fear of the law.
  Currently about 120 eta sit idle. They have built a tiny shrine
  in the center of the village and adorned it with carved cork
  sculptures, bone jewelry, and a handful of copper coins with
  square holes in the center (zeni). From time to time, a member
  PCs are welcome to make a Knowledge (religion) check (DC
  15) to discover the tradition associated with the shrine. The shrine
  appears to be dedicated to all of the local religions. The eta hope
  to blanket the divine forces to find salvation.
  The eta are shy and frightened of visitors. They avoid eye
  contact and keep physically distant from the PCs. They answer
  any questions the PCs ask as best they can.
  The eta believe that some spirit creature has developed a
  taste for human flesh. The attacks started over a month ago.
  The creature attacks at night, once or twice a week. The last
  attack was two days ago. The spirit creature prefers children or
  the elderly as prey, but all who see the beast die by its claws.
  The trail the beast leaves as it drags off its victims is a bloody
  mess and easy to follow, although no one has been brave enough
  to attempt it. Only one man in the village has seen the creature
  and lived. Hiro the undertaker encountered the creature four
  nights ago while returning from fishing.
  If  Hiro is requested to come forward, he does so. The man is
  a huge, filthy, hairy brute with wild, haunted eyes, a flat face, and
  a toothless mouth. Wounds, only a few days old, decorate this
  man’s torso and neck. Across his back is a rusted and chipped
  no-dachi (greatsword). Hiro is timid despite his intimidating
  appearance. He bows to the ground before the PCs and begins
  his tale. Hiro states that four nights ago he was returning home
  from fishing in one of the channels that water the local rice
  paddies about two miles from the eta village. His 8-year-old
  of the village kneels before the shrine in silent supplication.
  The soft sounds of weeping seem to echo throughout the
  compound.
  
  HONOR  AND  ETA
  nephew “Oke” was with him. It was dusk and they were rushing
  home with a small string of fish. Suddenly, out of the underbrush
  leapt a huge jungle cat. The creature grabbed Oke and shook
  him like a rag doll. Hiro plunged his spear into the creature but
  the weapon had no effect. The creature then turned on Hiro and
  slashed him about the chest and neck with its talons. Before
  Hiro could attack again, the creature fled, dragging Oke with it.
  Hiro returned to the village, ashamed and terribly frightened.
  � Hiro, Human Male Ftr2: CR 2; Medium-size Humanoid (6
  ft. 2 in. tall); HD 2d10+4; hp 21 (currently 17); Init +1; Spd 30 ft.;
  AC 11; Atk +7 melee (2d6+4/crit 19-20, greatsword); AL N
  (Untrustworthy); SV Fort +5, Ref +1, Will +0; Str 18, Dex 12, Con
  14, Int 10, Wis 10, Cha 7.
  Skills: Climb +6, Jump, +6, Profession (undertaker) +2, Swim
  +6, Wilderness Lore +2. Feats: Power Attack, Run, Track,
  Weapon Focus (greatsword).
  Possessions: Rag clothing, straw hat, no-dachi, shortspear.
  Tactics: Hiro avoids any conflict with the PCs. He knows his
  place in society and is careful not to offend those of higher castes.
  Hiro also knows he shouldn’t carry a weapon, but he uses the
  no-dachi to butcher animals and the spear to hunt.
  Development: The eta promise to return to work if the attacks
  stop. Hiro even volunteers to perform the execution if the party
  mentions their overall purpose. The eta will show the PCs a game
  trail the spirit creature has used to drag off its latest victims. The
  trail leads toward the rice paddies, and dried blood can be seen
  on the grass. PCs with the Track feat can make a Wilderness
  Lore check (DC 10) to identify the signs that a large predatory
  feline has passed through the area recently.
  The trail of the man-eating monster has taken you across the
  rice paddies that surround the city. Biting black flies and
  mosquitoes hover over the paddies and remain a constant
  irritant. The heat has driven the farmers to seek shelter until
  evening. The trail of the creature overlaps the farmer’s
  foot-paths and turns toward a large irrigation canal. The canal
  is 15 feet deep with steep muddy sides. The water is brown
  with silt and moves slowly toward the paddies. An ancient
  The Trail of the Man Eater
  The trail the monster leaves is easy to follow. Characters with
  the Track feat notice that no attempt was made to conceal the
  creature’s passage and that it uses the same trail frequently.
  Like most game trails, the path makes irregular twists and turns
  but often crosses and combines with the footpaths of local
  farmers. Droplets of dried blood and torn bits of clothing can be
  found the entire length of the trail. A successful Wilderness Lore
  check (DC 10) allows someone with the Track feat to follow  these
  signs without trouble for a while. Without the Track feat, a Search
  check (DC 10) reveals the signs as well. The surface of the trail
  between the scene of Oke’s abduction and the beast’s lair doesn’t
  change much, so no further Wilderness Lore or Search checks
  need be made after this.
  Encounter 4: The Bridge
  At one point the monster’s trail joins with a farmer’s footpath and
  crosses a rather wide irrigation canal. A large tree trunk has fallen
  across the canal and acts as a bridge. Read or paraphrase the
  following as the characters near the bridge:
  
  HONOR  AND  ETA
  maple has been placed across the canal to act as a bridge.
  The trunk has been worn smooth and flat from many years of
  use.  A few spots of dried blood on the tree trunk bridge indicate
  that the monster has used this route to drag off its prey.
  After crossing the ancient maple tree bridge, you notice that
  the creature’s trail crosses a grassy meadow. In the center of
  the meadow is a single, majestic cedar tree, with two large
  red granite stones under its spreading limbs. The scene is
  one of great beauty, impossible for even the most talented
  landscape artist to capture, and obviously all natural in origin.
  The monster’s trail, enhanced with a few threads of cloth,
  passes near, then turns away from this peaceful scene toward
  a small copse of dwarf pines.
  As you near some dwarf pines on the trail, you hear voices
  coming from the small clump of trees, where small misshapen
  figures can be seen crouching in the shade. Each of these
  small humanoids looks slightly different from his neighbor.
  Some are bright blue in coloration, others have tiny horns,
  and a few have large tusks. The language they mutter is crude
  and guttural, and each of them carries a shortspear. The
  creatures appear to be plotting some sort of mischief. Against
  a nearby tree are four Medium-size wicker baskets. The trail
  you’re currently following does not enter the dwarf pines but
  skirts its edge and continues along.
  Swimming the canal is easy (DC 5); the water is 10 feet deep
  and moves slowly. Climbing the canal embankments is the difficult
  task, as the sides are steep and muddy. A Climb check (DC 20)
  is required to scale the banks.
  Creatures (EL 2): As soon as the characters ready themselves
  to cross the bridge, a pair of crow-headed tengu land in the middle
  of the bridge and draw weapons, seeking to challenge the PCs.
  The tengu are small, feathered humanoids with crow-like features
  and black wings clad in rich red, silk kimonos. Each carries a
  katana. The tengu are only interested in a diversion. They don’t
  mind injuring or even killing a few humans but are more interested
  in making the PCs look foolish The tengu squawk loudly, mimic
  the PCs, and wave their weapons at the characters, daring them
  to cross.
  Fighting on the bridge is difficult. A PC struck by a tengu must
  make Dexterity or Balance check (DC 10). Failure indicates that
  the character has lost her footing and plunged into the water.
  The tengu do not suffer such restrictions because they can fly.
  � Crow-headed Tengu (2): CR 1; Medium-size Monstrous
  Humanoid (4 ft. 6 in. tall); HD 2d8; hp 14, 10; Init +2 (Dex); Spd
  30 ft., fly 60 ft.; AC 13 (+2 Dex, +1 Natural); Atk +5 melee (1d10+1/
  crit 19-20, katana), -2 melee (1d4+1, beak); SA wing baffle, spell-
  like abilities, weapon finesse; SQ sound imitation; AL CN
  (Untrustworthy); SV Fort +0, Ref +5, Will +5; Str 12, Dex 15, Con
  10, Int 13, Wis 14, Cha 13.
  Skills: Diplomacy +6, laijutsu Focus +6, Intimidate +6, Perform
  +4, Sense Motive +7, Spot +7. Feats: Dodge, Mobility.
  Possessions: Katana, wakizashi, silk kimonos, coin purse with
  2d12 gold pieces each.
  SA-Wing Baffle (Ex): A tengu uses its wings in melee, not
  (usually) to fly, but to buffet and disorient its opponents. Each
  round, in addition to its normal attacks, a tengu can make a Bluff
  check (opposed by its opponent’s Sense Motive check). If this
  check is successful, the tengu’s attack that round gains a +2
  circumstance bonus.
  SA-Spell-like Abilities: At will: change self, ghost sound, minor
  image, shout. These abilities are as the spells cast by a sorcerer
  with as many levels as the tengu has Hit Dice (save DC 11 +
  spell level).
  SA-Weapon Finesse (Ex). Tengu have the benefit of the
  Weapon Finesse feat with the katana, even though this feat can
  normally not be applied to the katana.
  SQ-Sound Imitation (Ex): Tengu can mimic any voice or sound
  they have heard. Listeners must succeed at a Will save (DC 12)
  to detect the ruse.
  Tactics: The tengu begin by using their shout spell-like ability
  and then wading into battle with weapon, beak, and wing baffles.
  They fight until each takes half damage; they then retreat,
  deeming the PCs worthy opponents.
  Encounter 5: The Lonely Hill
  The bridge leads across the canal to a small, lush meadow. The
  monster’s trail continues straight through the meadow near a
  single, tall tree and two red stones that stand near its center, as
  evidenced by the occasional bit of torn clothing, flesh, or droplet
  of blood. Read or paraphrase the following as the characters
  cross the bridge and enter the meadow:
  This is the answer to the Old Beggar’s riddle. Buried in the
  earth at the base of the tree is a small cache of treasure.
  Characters can make a Search check (DC 8) to notice that the
  ground has been disrupted. Random digging turns up the treasure
  in a few minutes.
  Treasure: The items are wrapped in an oil-soaked cotton
  sheet. The treasure includes two masterwork silver shortspears
  (yari) with darkwood shafts, a masterwork silver siangham, a
  ceramic flask containing a potion of cure moderate wounds, and
  a rice paper scroll with the following divine spells inscribed upon
  it: cure light wounds, doom, magic weapon.
  Encounter 6: Bandits
  The creature’s trail moves near a small clump of dwarf pines.
  Lounging about and waiting to get enough initiative to proceed
  with their next attack against pilgrims who travel to a local shrine
  is a small troop of bakemono (oriental goblins).
  Creatures (EL 3): The characters might be able to surprise
  the raiders if they act quickly and with stealth. The PCs can each
  have a free partial action if they successfully surprise the
  bakemono. If the characters remain quiet, they could even avoid
  the bakemono altogether and sneak past the pines. Read of
  paraphrase the following as the party nears the dwarf pines:
  � Bakemono (6): CR ½; Small Humanoid (4 ft. tall); HD 1d8+1
  hp 5 each; Init +0; Spd 30 ft.; AC 17 (+1 size, +6 natural); Atk +3
  melee (1d8+2, bite), -2 melee (1d6+1, 2 claws); or +0 ranged
  (1d6+2, shortspear); AL CE (Honorless); SV Fort +5, Ref +0,
  Will +0; Str 14, Dex 10, Con 12, Int 3, Wis 11, Cha 7, Taint 3.
  Skills: Listen +4, Spot +2. Feats: Alertness.
  Possessions: Bamboo shortspear, coin purse with 2d4 copper
  pieces each.
  Tactics: Since the bakemono outnumber the PCs, they sense
  an easy victory. They fight to the death. These bakemono are
  more clever than most and attack first by hurling the spears before
  closing to melee to claw and bite their foes.
  
  HONOR  AND  ETA
  The trail of the man-eater abruptly ends in a small gravel filled
  hallow. In the center of the hallow is a small dome shaped but
  made of clay smeared on a frame of bamboo. The outside of
  the but has warnings and symbols of doom painted upon it
  with natural dyes. Before the hut lies a smoldering fire pit.
  Bones and other charred human remains can be seen amid
  the ash in the fire pit.
  An old woman emerges from the doorway of the mud hut.
  Her long white hair hangs down below her stooped knees.
  The old woman’s skin is tanned and wrinkled, her eyes cloudy
  and white. She wears a faded cotton kimono. When she opens
  her mouth to speak, you can see that she has few teeth
  remaining. “Away with you!” The old woman cries. “Be gone,
  you fat, rice-eating fools!” With that, she turns, pushes open
  the hide door flap, and enters the hut.
  Charm of Perfection
  This ornate strip of paper gives its holder a +2 competence
  bonus to a skill described on the charm. The paper is inked
  carefully with the Craft (calligraphy) skill, usually with a short
  poem or fable that deals with the skill in question. The charm
  must be carried to provide any benefit.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, Craft
  (calligraphy) 5 ranks, skill to be scribed 5 ranks; Market Price:
  160 gp; Weight: -.
  Treasure: The wicker baskets contain the loot the bakemono
  have stolen over the past month.
  Basket #1: A block and tackle, a tiny silver gong (worth 10
  gp), four paper lanterns, a piece of uncut jade (worth 100 gp).
  Basket #2: A tiny wooden box holding eight fish hooks, a block
  of incense, three sunrods, a wool blanket.
  Basket #3: A bronze bell, a folding paper fan, 23 sp, a full
  helmet with a grotesque ogre mask attachment (kawari kabuto
  worth 200 gp), a wooden spoon, a ceramic urn.
  Basket #4: A biwa (oriental lute), a set of wooden prayer
  beads, a bamboo umbrella, two large radishes
  Encounter 7: Crouching Tiger
  Eventually the party will find the source of the blood trail: A small
  mud but in a tiny hallow. Tomie Cho, the weretiger who dwells
  within, is ready for the PCs. She knew her hunting could not go
  unnoticed forever and has planned her attack carefully. Read or
  paraphrase the following as the characters enter the weretiger’s
  domain:
  Note to the DM: Tomie Cho is a vicious opponent for low-level
  characters, even though she is a weaker lycanthrope. Adjust her
  strength accordingly if the PCs seem overmatched.
  � Tomie Cho, Female Weretiger Com1: CR 5; Medium-size/
  Large Shapechanger (5 ft. tall human/4 ft. tall, 7 ft. long tiger);
  HD 6d8+6; hp 40; AL NE (Untrustworthy); three alternate forms.
  Human Form: Init -2; Spd 30 ft.; AC 10; Atk -2 melee (1d3-2
  subdual, unarmed); SQ alternate form, tiger empathy; SV Fort
  +3, Ref +3, Will +4; Str 7, Dex 7, Con 7, Int 10, Wis 10, Cha 10.
  Skills: Craft (basketweaving) +4, Handle Animal +4, Listen
  +4, Profession (farmer) +6 Search +4, Spot +4. Feats: Endurance,
  Improved Control Shape, Skill Focus (Profession - farmer).
  Hybrid Form: Init +0; Spd 40 ft.; AC 15; Atk +8 melee (1d8+4,
  2 claws), +6 melee (2d6+2, bite); SA pounce, improved grab,
  rake 1d8+2, curse of lycanthropy; SQ tiger empathy, scent,
  damage reduction 15/silver; Fort +8, Ref +5, Will +4; Str 19, Dex
  11, Con 13, Int 10, Wis 10, Cha 10.
  Skills: Balance +6, Hide +9, Listen +10, Move Silently +9,
  Search +8, Spot +10, Swim +11. Feats: Blind-Fight, Improved
  Control Shape, Multiattack, Power Attack.
  Tiger Form: As hybrid form except: Large; AC 14 (-1 size, +5
  natural armor); Atk +7 melee 6d8+4, 2 claws), +5 melee (2d6+2,
  bite); Hide +5.
  Tactics: Tomie Cho re-enters her hut and changes into her
  tiger form. She then waits inside, ready to pounce on the first
  character to enter. Because the but is small (20-foot radius), only
  three creatures other than the weretiger can inhabit it at any
  time. The weretiger will not leave the hut unless it is on fire (it
  takes 2d6 rounds to fire the hut to the point that Tomie will flee).
  Tomie Cho knows that by limiting herself to the mud hut she can
  avoid ranged attacks and many spells.
  Treasure: Inside the mud hut are the few possessions Tomie
  Cho owns. The hut is filthy, and a Search check (DC 15) is
  required to find them. The treasure includes an ivory belt toggle
  (netsuke) in the shape of goldfish (worth 3 gp), 8 pieces of copper,
  a silver pearl (worth 100 gp), and a very ornate strip of paper
  scribed with a short fable on the handling of wild and domestic
  animals. (See the sidebar for details on the charm of perfection,
  this particular charm applies its bonus to the Handle Animal skill).
  Concluding the Adventure
  Once the weretiger has been slain, it is easy to convince the eta
  that they are now safe from further attacks. Among the
  untouchables, the PCs become instant heroes and celebrities.
  The eta quickly return to work in and around the city. Hiro rushes
  off to perform the execution, and Diagoro meets his just reward.
  As promised, at dusk the PCs can meet with Mibu Kagemaro
  in the market district. The young noble is quite pleased with the
  characters’ performance and eagerly pays them. Mibu Kagemaro
  also comments upon the characters honor and compassion. He
  mentions that he feels indebted (“giri” a debt of honor) to the
  characters and hopes to be able to work with them again in the
  future.
  Continuing the Adventure
  The PCs might have made new friends and enemies over the
  course of the adventure that could reappear later. Mibu Kagemaro
  might seek to have the PCs join his household and embark on
  other adventures. The eta might view the characters as saviors
  and request additional favors from them. Diagoro’s mercenaries
  might seek revenge against the characters for his death. Hiro,
  who was attacked and wounded by the weretiger, could develop
  lycanthropy and start another series of murders, perhaps this
  time against the upper castes.
  Dave Zenz is a freelance artist who lives in Minneapolis,
  Minnesota with his lovely wife and feisty dog. Martial arts training
  gave Dave his first exposure to Asian culture. He would like to
  dedicate this adventure to his dear friend and favorite playtester,
  Mike Edwards.
  
  HONOR  AND  ETA
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/L5R D20/L5R D20 - Adv - Honor and Eta.pdf