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17

Lamia's Perfumery

RoomParley / Mini-BossHard (contingent)Lamia Court (W10)3 exits
Illustration: Room 17 — Lamia's Perfumery

A shopfront, in a labyrinth. A bead curtain, a swept step, and a smell coming off it that stops you in the corridor: rose, and hot resin, and under that something like a room you slept in as a child.

Inside it is nine feet to the ceiling and every inch of wall is shelved with alabaster jars. A woman is decanting at a low table, pouring a thread of something amber from one vessel to another without spilling a drop, and she does not look up until she is finished.

"Two hundred and eleven," she says, "and none of them yours. Come in, or don't — but do stop breathing my doorway."

DM summary. A lamia who sells memories and buys them. She will trade safe passage for one, at a price a player has to name out loud. Hospitality binds her while it lasts, and the fight only happens if the party breaks it.

Terrain & Features

Battle-map thumbnail: The State Rooms

Battle map: The State Rooms — page 44, 55 × 75 ft (one half of The Villa)

Wall off the small red-tiled chamber at 25 × 20 ft and line three walls with drawn shelf-ranks of jars. Mark the decanting table and brazier by the inner door.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Lamia Court (W10) · Budget at APL 9: 9,600 XP

Only if hospitality breaks. She will tell the party exactly what breaks it.

Count Creature XP each
1Myrrha of the Nine Jars3,900
1Empusa Attendant1,800

Base 5,700 XP; ×1.5 for two bodies = 8,550 adjusted, against the APL 9 Hard budget of 9,600. It sits under budget on paper and plays harder than that: a nine-foot ceiling, twenty-five feet of floor, and two hundred jars of weaponised memory mean no area spell is safe and no formation survives round one.

What breaks hospitality, in her own words, said once, unprompted, before any business is discussed:

  1. Striking her, or her attendant.
  2. Taking a jar that has not been paid for.
  3. Breaking a jar, on purpose or otherwise.
  4. Lying about a memory after she has accepted it.

Round 1, if it comes to that. She does not open with claws. She breaks a jar at her own feet — Draught of Yesterday, the whole shop's worth of somebody else's childhood at once — and the attendant closes the bead curtain, which is the only wide exit. Everything after that is happening in a cupboard.

Tactics. She fights along the shelves, never in the open floor, moving 20 ft a round on the walls. She goes for whoever is holding a jar. She does not pursue past the curtain and she does not kill a fleeing guest — she takes their name instead, and if your campaign runs long, she will use it. At half hit points she stops and offers the original deal again, at double the price, and she means it both times.

Bypass Options

The intended paths through — every one has a number and a consequence

The trade she actually wants — a memory, and what it costs — is under Traps / Puzzles / Checks below. These are the three ways past her that are not that.

Bypass — Pay in something that is not a memory

She is a collector and she is bored of the same three vintages.

  • The approach: Persuasion DC 16 cold, or DC 13 if the party offers something specific and strange that she cannot have made herself — a stoppered flask of sea air from a crack in the rock, a bone from an ossuary that has been sorted by somebody obsessive, honey from a bronze hive, the smell of a fire that burned something famous.
  • Success: she takes it, gives passage, and is genuinely delighted, which is unsettling.
  • Failure: she is not insulted, she is disappointed, which is worse. The price for a memory doubles — two memories, or one and a favour — and the attendant moves to stand between the party and the curtain.
  • Cost: whatever the party handed over is gone, and if it was a Resolution requirement you should say so before they hand it over. Never let a player trade away their way out by accident.
Bypass — Out the back while she decants

She works at the table for a full minute every ten, and she does not look up.

  • The window: one minute. Ten rounds, which is plenty and does not feel like it.
  • The check: Stealth DC 15 per character to reach and go through the delivery slot. The attendant is watching the curtain, not the shelves.
  • One failure: a jar rocks on its shelf. She catches it without looking and says, without turning round, "Those are not for sale." No hostility. The window closes and the party is back to negotiating, from a worse position.
  • Two failures: a jar goes. Hospitality is broken by rule three, and the contents are somebody's last hour, and everyone in the room lives it. Initiative, in a cupboard.
  • Cost: the delivery slot is a shoulders-and-hips squeeze. Anyone in heavy armour must shed it (two rounds) or fail automatically.
Bypass — Refuse, and withdraw

Free, and she means it to be.

  • What it costs: the party leaves by the corridor they came in on, or simply walks past the shop and never goes in. She does not stop anyone who has not taken anything.
  • What it really costs: the jar, the clue, her honest answer, and the fact that she now knows six faces. She is not a monster who forgets. If your table runs long, she should turn up again with one of their names already in a jar.

Traps / Puzzles / Checks

The trade. She wants a memory. Not a fact, not a secret — a memory, with a smell in it.

How to run it. Ask the player to describe the memory in two or three sentences, out loud, in character. That description is the transaction; do not roll for it. Then charge them one of these, and let them pick:

The price The mechanical cost
A memory of learning somethingLose proficiency in one skill or tool of the player's choosing until the character has a long rest outside the Labyrinth
A memory of a personPermanent disadvantage on Insight checks concerning one named individual, and the character no longer recognises their face
A memory of a place or a languageLose one language, or one prepared spell slot's worth of preparation — a spell the character can no longer bring to mind until they next prepare outside the maze

She pays fairly. One memory buys safe passage for the whole party, her private stair (exit B), and one honest answer to one question about the maze.

Other checks in the room.

Element Value
Reading the labelsInvestigation DC 13 and any relevant language: they are names, dates, and one-word descriptions. Amyntas, the harbour, year of the fire. Nobody in this shop consented in a way you would want to defend
Spotting the unlabelled ninePerception DC 12 — they are the only jars with dust on them
Knowing what she isArcana or Religion DC 14: lamia, Lamia Court, bound by the guest-rules she is invoking and not by anything else. The hospitality is real and it is a contract, not a trick
Palming a jarSleight of Hand DC 18 against her passive Perception of 16, and she is counting. This is the single worst idea available and the DC reflects it

Exits

AObviousThe corridor, continuing past the shopfront. It was never blocked. The party can decline the entire room and walk on. No check.
BConditionalHer private stair, behind the bead curtain at the back of the shop, opened when the toll is paid.Rider: she perfumes you at the door as a courtesy. For one room, anything in the maze that hunts by scent reads the party as Lamia Court and lets them alone — which is a very strange feeling and will be missed when it wears off.
CHiddenThe delivery slot behind the north shelf-rank. Perception DC 15, or free to anyone who watches where the empty jars go.Rider: you come out through the stock and you smell of nine things at once. Disadvantage on Stealth against anything with a nose; advantage on the first Charisma check you make against anything that likes to be flattered.
Loot

Room-specific: A Jar of the Ninth Shelf. One of the nine unlabelled alabaster jars. She will sell exactly one, for the second memory, or hand one over as the honest answer to a party she has taken a liking to. Stolen ones work identically and cost the room its peace.

Off-table. It consumes no d100 slot.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Myrrha alone, no attendant, and she asks for a memory of something small — the price is flavour rather than a proficiency. All DCs −2
9As written
12Two Empusa Attendants; the second was out on an errand and comes back through the curtain at the end of round 1. Myrrha gains 30 more hit points and her Draught recharges on 4–6. DCs +1
15An Empusa Bath-Mistress is taking tea at the back of the shop and the perfumery is her supplier. She does not fight unless Myrrha falls, and then she is very much the encounter. DCs +3, and hospitality now binds the party as well: a guest who breaks it takes 3d10 psychic the first time they do, whether or not anyone saw
DM Notes

Creature Cards

The attendant belongs to Lamia Court (W10) and recurs across the deck, so her numbers live in the bestiary. Myrrha is this room's and nowhere else's.

Shared across rooms, so the full cards live in the bestiary: Empusa Attendant. Every mention above opens the numbers here on this page.

⚔

Myrrha of the Nine Jars

Medium fiend (lamia), neutral evil · CR 8 (3,900 XP)

AC 15 (natural armor) | HP 142 (19d8 + 57) | Speed 30 ft., climb 20 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
15 (+2)INT
16 (+3)WIS
20 (+5)CHA

Saves Wis +6, Cha +8 · Skills Deception +8, Insight +6, Perception +6 · Darkvision 120 ft. · Passive Perception 16

Hospitality Bound. While a guest has not struck her, taken a jar unpaid, broken a jar, or lied about a memory she has accepted, she cannot attack that guest and does not permit her attendants to. She states all four conditions aloud before any business.

The Nine Jars. Nine unlabelled jars sit on the top shelf. If she is reduced to 0 hit points, all nine break at once: every creature in the room makes a DC 16 Wisdom save or is stunned for 1 minute, reliving somebody else's life, repeating a save at the end of each of its turns.

Cloying Air. A creature that ends its turn within 10 ft of her makes a DC 16 Constitution save or has disadvantage on saving throws against her effects until the end of its next turn.

Multiattack. She makes one Bite attack and two Nail attacks.

Bite. Melee weapon attack, +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 7 (2d6) psychic damage.

Nail. Melee weapon attack, +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Draught of Yesterday (Recharge 5–6). She breaks a jar into a 30-ft cone. Each creature there makes a DC 16 Wisdom save, taking 27 (6d8) psychic damage and being incapacitated until the end of its next turn on a failure, or half as much damage and no condition on a success.

Slip the Shelves. She moves up to 20 ft along a wall or shelving without provoking opportunity attacks.

Name the Offence. When a creature she can see breaks hospitality, she says what they did, aloud. Each creature within 20 ft makes a DC 16 Wisdom save or is frightened of her until the end of its next turn.

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