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Lady Jannath's Estate

| Lower City | ||||
| House of Grief | ||||
| ↑ | ||||
| Lady Jannath's Estate | → | Elerrathin's Home | ||
| ↓ | ||||
| Grey Harbour Docks | ||||
“Were you to try and enter, there'd be nothing I could do to stop you. After all, I am on holiday.„
Overview[edit | edit source]
Lady Jannath's Estate is a large manor house located in the Steeps district of the Lower City, to the west of the main entrance into the Upper City - the Baldur's Gate checkpoint. It has four floors and a small garden along the facade.
The estate belongs to Lady Jannath, who until the recent events has been engaged to a talented artist Oskar Fevras. However, before the wedding Oskar wanted to set straight the record of his former afflictions. This led to a quarrel with Lady Jannath, and Oskar had to flee from the city - only to be captured by the Zentarim thug named Brem. The party may have already met Oskar and Brem in the Zhentarim Basement in Act One of the game and initiated the Free the Artist quest.
Access[edit | edit source]
The manor house has numerous entrances, including the main one at X: -253 Y: -76, guarded by the butler Tarhun Mnemonis.
Other possible points of entrance are as listed below:
- The side balcony at X: -268 Y: -76 leads into the mansion foyer. It is available only via jumping (at least 9 Strength is needed) or using an alternate means of spatial movement such as Misty Step and the like. A pouch under this balcony contains a fair amount of gold.
- Another side balcony at X: -274 Y: -55 allows to enter the estate's office. This one has knotted roots which allow one to climb on freely. A Traveller's chest under the balcony requires DC 15 Sleight of Hand check to lockpick, but contains only gold and minor random valuables.
- A backdoor on the eastern side of the building at X: -245 Y: -44 leads to the main stairwell. It is accessible through the locked iron gate nearby (which requires DC 10 Sleight of Hand check to lockpick), or by simply walking around the house. A wicker chest with minor loot near the door is red-outlined. At X: -244 Y: -31 a DC 10 Survival check allows the observer to find a buried chest with random potions, gold, and some Camp Supplies.
Mansion layout[edit | edit source]

Lady Jannath's estate has four floors. The ground floor includes a large foyer with stairs on each side leading to the first floor.
In the far end of the foyer at X: -260 Y: -60 is a fireplace, where in the pile of ash a Brass Locket and a burnt letter can be found. Two doors on the each side of the fireplace lead to the larder[1] and to the kitchen on the west and east sides of the structure, respectively.
Between those rooms in the northern part of the building is a large stairwell connecting all the floors except the first floor.
First floor[edit | edit source]
This level can be reached by the interior stairs or from the exterior balcony, which leads to the estate office. Half of the first floor is an inner mezzanine, with the doors to the estate office to the west, to the dining room in the middle, and to the another smaller staircase to the second floor behind double doors to the east.
In the estate office, a locked strongbox (requires DC 15 Sleight of Hand check to lockpick) contains a Hand Crossbow +2, six Arrows of Fiend Slaying, and six Arrows of Aberration Slaying.[2] A pouch on the bookshelf contains some gold. A Contractor's Record lies on the desk, revealing that somewhere in the house there is an atelier with a concealed false wall hiding a cubby. The dining room contains only unremarkable items.
Second floor[edit | edit source]
The second floor contains the master bedroom and a corridor leading to a false balcony above the entrance.
Lady Jannath can usually be found here, and Oskar Fevras as well - if he was saved in Act One. If Oskar is present, a cutscene starts automatically which shows he is the focal point of the disaster that has stricken the mansion. When the conversation ends, more ghosts appear in the room and attack the party. When they are defeated, the dialogue continues, and the party can take up the investigation of the haunting. Oskar Fevras in this case lies unconscious and can be looted to obtain his key.
There are two wooden chests in the bedroom, containing gold, Valuables and alchemical ingredients.
The corridor leading to the false balcony is actually a small gallery hovering over the foyer. On a table near the false balcony is a bottle of Elixir of See Invisibility. The door near the bedroom entrance leads into the main stairwell.
The stairwell and third floor[edit | edit source]
The main stairwell connects the ground floor with the second and the third ones. The third floor is an armoury with several display cases and weapon stands. Weapons of mundane and +1 quality are here, along with various shields. A Scroll of See Invisibility is on a nearby table.
In the far end of the room are stairs to the fourth floor. A rustic chest with minor loot can be found under the stairs at X: -266 Y: -56.
Fourth floor[edit | edit source]
The whole fourth floor is dedicated to a painter's atelier, filled with utensils for drawing.[3] Behind the blank canvases in the corner is a Traveller's chest with minor loot.
In the far end, a part of the atelier is divided by a movable wall. The way of it being revealed and opened depends of the current state of the mansion (see Involvement section below). Inside is a secret cubby with a locked Rustic Chest can be found, which can be opened with DC 20 Sleight of Hand check, or with Oscar's key.
At X: -266 Y: -58 is a door to the large open space on the foyer roof. If a party member walks around the atelier dome, at X: -253 Y: -52 a cracked tile can be found (requires DC 15 Perception check). Inside is random loot, including gold, potions, and possibly a Trap Disarm Toolkit or a set of Thieves' Tools. On the top of the dome, reachable by means of spatial movement like Grant Flight, is a bird's nest with a Black Diamond inside.
Outside, around the building[edit | edit source]
In front of the building facade is a small garden with a playground for kids. The door to the mansion basement is labelled as "Keep Out" and leads to a storage area with garden implements marked as Gardener's Basement. If explored, it turns out to be an entrance to the Abandoned Cistern - the makeshift headquarters of the Stone Lord.
There are several NPC vignettes placed around Lady Jannath's Estate.
- In the garden, Bellora Truscott and Phinn Truscott are mourning the loss of a family member (presumably their daughter). Both remember sweet little moments from her childhood and are considering adopting a dog.
- Behind the manor house a team of ghost watchers led by 'Suspicious' Foont discuss the methods of detecting the ghost activity and protecting themselves from it. However, Foont's counterparts - Gor Falogen, Kydden and Gaff Garsem - are more afraid of ghosts than eager to encounter them face-to-face. The vignette carries some measure of irony if the mansion, which is just a stone's throw away from these characters, is full of poltergeists.
Involvement[edit | edit source]
When the party reaches the Lower City, the state of the mansion depends heavily on whether the party have met Oskar Fevras in Act One and, if they have, on whether the quest is still active and how it had been progressed. Its two conditional states are:
- Oskar Fevras has been met and saved from the Zhentarim. In this case, in Act Three the party find out that Oskar and Jannath married, but soon after the wedding Oskar became possessed. The whole estate has become haunted and is full of malicious ghosts now. The party can investigate it and save both Oskar and Lady Jannath.
- Oskar Fevras was never met, or was left with his captors, or died in the Zhentarim Basement. In this case, Lady Jannath is holding an art exhibition in her estate, which hosts various city nobles and patriars. The party can visit the event as well and encounter the other patrons and the estate's staff.
Haunting[edit | edit source]

“The portrait is ice-cold to the touch, filling you with a sense of overwhelming dread. So why is the woman smiling?„
If the manor is taken over by the ghosts, Lady Jannath will have given an unscheduled holiday to all of her staff and tries to cope up with her husband. The butler Tarhun Mnemonis is the only member of the staff who still maintains his duties - though with diligence corresponding his being on unexpected leave. He can be found at the front door. Inside, multiple pieces of decor and furniture float in the air. When the party come close, the initially invisible ghosts throw them at the party members. When destroyed, these furniture items leave behind puddles of blood like live creatures.
Several hostile Poltergeists can be encountered throughout the house. They are naturally invisible, can fly, throw objects, and perform ranged shove attacks. These poltergeists become hostile if any party member uses an ability or spell which reveals the invisible creatures (e.g. See Invisibility spell, or if they already have this effect on them). There are three Poltergeists in the larder and in the kitchen each, two more guarding the balcony of the first floor, two in the dining room, and five more waiting on the stairwell and in the armoury. Three more appear in the bedroom once the coversation with Lady Jannath is over.
Golden candelabrum scattered throughout the structure (four total) are haunted by Vengeful Souls or Tormented Souls. Their visible reddish aura applies Phantasmal Force without any saving throws on nearby characters for 10 turns, dealing 1d6Psychic damage per turn. Destroying the candelabras stops the damage and reveals the hostile soul within.
The way up to the Oskar's atelier is further hindered by Cursed Skulls. There are six in total: two are placed on stairs' landings, three more in the armoury, and the last one guarding the entrance to the atelier. The skulls fire off Thunderwave spells every turn, which knock the party back and possibly downstairs, causing 3d8Necrotic damage as well. Additionally, within 3m radius from each skull party members receive the Haunted Approach condition. The skulls have Medium Toughness, but are vulnerable to Force, Radiant, orBludgeoning damage. Using Remove Curse destroys them instantly.
In the atelier, numerous framed portraits - Oskar Fevras' works[4] - hang on the walls or are leaned against them. Interacting with any of these makes them scream or whisper threats to the party.
A passive DC 5 Perception check highlights an empty easel in the middle of the studio. Across it stands another one with an unfinished Painting of Lady Jannath on it. The only other picture without a frame is Oskar's self-portrait. Placing it on the empty easel opens the movable wall to the secret cubby. Otherwise, the locked wall section requires DC 20 Sleight of Hand check to lockpick.

Combining any other portrait with the easel summons a Tormented Soul; the picture receives the Burning condition and is destroyed along with the ghost. Inside the cubby, a copy of Painting of a Smiling Maiden is posted on another easel which stands in an active runic circle. In the Rustic Chest here is a Letter to Oskar Fevras.
On the adjacent part of the roof, an area of the ground is trapped with the Spike Growth spell; however, no ability check is ever rolled to highlight it.
The further walkthrough of the Free the Artist quest and possible outcomes are listed on the quest page.
If Oskar is saved during Free the Artist and reunited with Lady Jannath as a result, he offers to paint a Personal Portrait of a party member in his atelier. The subject of the painting is determined by the party member starting the conversation. It is possible to obtain multiple paintings by talking to Oskar with different party members.
Art Exhibition[edit | edit source]
If Oskar was not rescued from Brem, he is not present inside the manor, and the building is not haunted. Instead, Lady Jannath is holding an Art Exhibition which hosts various nobles. All of the manor staff are also present.
In this case, exploring the mansion is still hindered. Though no harmful effects like haunted candelabrum or cursed skulls are present, party members are considered by the NPC characters as exhibition guests. Therefore, some parts of the building are considered off-limits for them, such as Lady Jannath's bedroom, the estate office, and the atelier on the fourth floor. Chamberlain Mercer patrols constantly these areas.[5] If spotted, the party may have to convince him to let them stay, though a single DC 22 Deception, Intimidation, or Persuasion check on any party member works for the whole party.
Lady Firellia Jannath also walks around the mansion, visiting the second floor gallery, her bedroom and the stairwell down to the ground floor and back. If the party has not been observed committing any transgressions, Jannath can trade with them, offering common paintings, random dyes of Rare and Very rare grade, and random gems and jewelry. She can also be pickpocketed for any of these items, as well as her engagement ring, the High Security Vault nº2 Key, and a sizable sum of gold.
The armoury on the third floor has no changes from its haunted layout. The atelier on the fourth floor looks empty, lacking Oskar's works. The hidden room in this case requires DC 12 Perception check to be detected and DC 20 Sleight of Hand check to be lockpicked. It is red-outlined, and opening it when Mercer is nearby results in the party being accused of crime. The roof area lacks the Spike Growth area.
All lootable containers in this case contain the same set of items as in the "haunted" layout, save from the secret atelier cubby, which lacks the quest items that would be necessary to progress the Free the Artist quest.
A few small interactions take place throughout the manor:
- Sir Gorran Penghyst and Lord Delwaer Jeth are arguing in the dining room over a forged painting which Jeth sold to Penghyst. The vignette starts once the party enters the room. After exchanging insults, both nobles move to the balcony at X: -268 Y: -76. Unless the party intervene and stop the quarrel via DC 18 Persuasion or Intimidation check, they start a duel to the death. The winner then leaves the manor. If the duel was prevented, both nobles leave the event as well. However, the player character may also goad both duelists into action. Either decision of these two earns approval from various companions. Lastly, the party may attack both gentlemen themselves.
- At the second floor landing of the stairwell Chamberlain Mercer berates Servant Bailey for dropping the tray with cutlery. He fires Bailey if the party does not stand up for him (requires DC 18 Intimidation or Persuasion check). After this conversation is over, regardless of the outcome, Mercer starts patrolling the inner part of the mansion from the second floor to the atelier and back.
- Chef Marjoram scolds Falura the Sous-Chef for serving food to Lady Jannath that is raw, and flings the meal against the wall. Afterwards, their banter consists of "valuable advices" from Marjoram on how to serve the courses with less supplies used and the like.
Related locations[edit | edit source]
Related quests[edit | edit source]
Characters[edit | edit source]
Exhibition patrons[edit | edit source]
Staff[edit | edit source]
Creatures[6][edit | edit source]
- Poltergeist - x18 total
- Tormented Soul
- Vengeful Soul
Outside, near the building[edit | edit source]
Loot[edit | edit source]
Related Literature[edit | edit source]
- Anonymous letter
- Art Appraisal
- Art Show Schedule
- Dearest Fireliia
- Dismissal of Staff
- Eyewitness Account
- Facemaker, Tastemaker
- Fancy Letter
- Fine at Home: A Cookery Book
- For The Discerning Eyes of Oskar Fevras ONLY
- For the Eyes Of Lady Jannath ONLY
- In the Mode of Masters
- Invoice
- Lady Jannath's Journal
- Letter from Mother
- Letter of Apology
- Letter to Oskar Fevras
- Masters of the Painterly Arts
- Neatly-Written Note
- Orders for Staff
- Regards Missing Painters
- Secrets of the Talis
- Simple Letter
- The Easy Life
- The Absolute End
- The Book of Suitors
- To Oskar Fevras
- Unsent Letter
- Your New Ring
Footnotes and References[edit | edit source]
- ↑ A larder is a cool, dark storage space, traditionally a small room or large cupboard, used for keeping food fresh, especially non-perishable items like dry goods, preserves, and sometimes meat and dairy.
- ↑ If Lady Jannath's Estate is hosting an art exhibition (see the correspondent section of the article), the strongbox also contains For The Discerning Eyes of Oskar Fevras ONLY, mentioning "a certain portrait in the certain room". This might be a mistake, because in case of art exhibition there are no other signs of Oskar Fevras' presence in the mansion, including his works. If the house is haunted, however, the contents of the note makes sense and gives a hint for the investigation.
- ↑ An atelier is a workshop or studio, especially one used by an artist or designer.
- ↑ Most portraits here are the unique variants of the generic pictures commonly encountered elsewhere in the game: "Archibald Ravenshade", "Clerebold Rillyn", "Ernest Tillerturn", "Gilbert Irlentree", "Leander Gist", "The Vammas Elder Sisters", and "The Vanthampur Brothers".
- ↑ Mercer starts wandering about the mansion after the vignette with Servant Bailey is resolved to any possible result (see below).
- ↑ 6.0 6.1 Present only if the mansion is haunted
- ↑ In case of the mansion being haunted, all staff except Tarhun Mnemonis is absent.
- ↑ Possibly dropped by Oskar Fevras
- ↑ In the bird nest on the highest rooftop
- ↑ 10.0 10.1 Dropped or pickpocketed from Lady Jannath