The Bloodmire Manor was a manor owned by Lady Luvia Bloodmire located in the Upper City of Baldur's Gate. It had a large hidden basement complex in which Luvia Bloodmire experimented with cadavers and created monstrous flesh golems.[1] By the late 15th century DR, it had been shuttered for some time, the manor was seemingly abandoned and viewed by the local townsfolk as haunted.[2]
Description[]
The manor had floods of laid tiles and columns scattered around the manse. It was well furnished, with vases, bookcases, fireplaces, and even a harpsichord in the foyer by the entrance, that, when a certain melody was played, opened a secret passage to Lady Bloodmire's underground laboratories. It had three staircases that led to a hallway and several other rooms. In the late 14th century DR, it was inhabited by creatures such as demon dogs that inflicted deadly poison, and shambling stitched together dead creatures. The building also had a cellar full of reanimated skeletons and spiders and a vermin-infested attic used for storage.[1]
History[]
In the late 14th century DR, the Bloodmire Manor was investigated by a group of six heroes, tasked with investigating mysterious disappearances across Baldur's Gate. The heroes discovered the manor filled with monstrosities menacing the staff and servants. Subsequently, the group confronted the mistress of the manor – Lady Luvia Bloodmire, after slaying her stick together cerberus-like monster she called Atrocius.[1]
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References[]
- ↑ 1.0 1.1 1.2 Black Isle Studios (January 2004). Designed by David Moldanado. Baldur's Gate: Dark Alliance II. Interplay.
- ↑ Elisa Teague, Chris Lindsay (2019). Liar's Night (DDEP09-03) (PDF). D&D Adventurers League: Avernus Rising (Wizards of the Coast), p. 8.