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Skyrim:Bloodchill Cavern

< Skyrim: Places: Houses
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SR-mapicon-Cave.png
House:
Bloodchill Cavern
(view on map)
Added by Bloodchill Manor
# of Zones 1
Respawn Time (?)
Important Treasure
Spell Tome: Conjure Mistman
Spell Tome: Necromantic Healing
Console Location Code(s)
ccEEJSSE005Interior01
Region
Winterhold
Location
Southwest of Winterhold
East-southeast of Snowpoint Beacon
Special Features
# of Alchemy Labs 1
# of Arcane Enchanters 1
# of Tanning Racks 1
# of Smelters 1
# of Forges/Anvils 1
# of Grindstones 1
# of Workbenches 1
# of Cooking Pots/Spits 1
# of OvensHF 1
# of Staff EnchantersDB 1
# of Wood Chopping Blocks 1
Bloodchill Cavern

Bloodchill Cavern is a small cave southwest of Winterhold containing a subterranean vampiric player home. It contains only one zone, Bloodchill Manor.

ResidentsEdit

The residents listed below are only present during the quest Guests for Dinner.

Residents
Bard
Durian
Galtius
Igrit
Leyathil
Marina
Parven
Porter
Verin
Waiter
Dawnguard

Will not be present if you do the quest as a vampire.
Will not be present if you do the quest as a non-vampire.

Related QuestsEdit

WalkthroughEdit

ExteriorEdit

The exterior of the cave is barren except for three plots of Fertile Soil with snowberry plants that can be harvested. These can be replaced with plants of your own choice from this list.

Bloodchill ManorEdit

 
Manor in the cave

From the cave entrance, a path extends downward across a bridge over water to the front terrace of a building set into the rock. The cavern chamber is tall and mostly enclosed, with a small opening at the top revealing a bit of sky. Waterfalls lie to the right, and hanging moss grows in abundance around the terrace. Two gargoyle statues sit above the building's main doorway. A skeleton next to a chest can be found in the water beneath the bridge.


The manor itself is in the same zone as the surrounding cave. Just inside the front door on the left are a wood chopping block with a woodcutter's axe, two fish barrels, and four sacks. On the right are four small garden planters with three plots each.

Down a long stairway is the main landing, around which are five rooms which all open up after the quest has been completed.

First on the left is a workshop area with a grindstone, tanning rack, workbench, smelting pot, anvil, two weapon racks, three chests, three sacks, a barrel, a strongbox, and a cupboard holding a Smithing skill book, a ruby, an amethyst, and a sapphire. At the end of this room is a small dungeon with a hay pile usable for sleeping.

Continuing clockwise from the left, the next room is a kitchen and dining area with a large dining table, bar, cooking pot, oven, four cupboards, two barrels, and twelve sacks.

Next, at the far end of the landing in the center, is an armory room holding seventeen mannequins, eight weapon racks, six weapon plaques, four shield plaques, and dedicated displays for these unique items: eleven claws, five paragons, five jars, fourteen masks, Auriel's Bow, Dawnguard Rune Axe, Zephyr, Initiate's Ewer, Draw Knife, Vale Deer Hide, and Harkon's Sword.

 
Enchanting area in the manor

The next room is a split-level library/alchemy-enchanting area/master bedroom. It holds vampire armor and clothing items, an alchemy lab with various ingredients, an arcane enchanter with several soul gems, a staff enchanter with two heart stones, two coffins usable for sleeping, a bed, eight mannequins, and numerous chests, bookcases, cupboards, and shelves. Upstairs, on a shelf is a Spell Tome: Conjure Mistman and a Spell Tome: Necromantic Healing.

The final room holds two children's beds, a mannequin, a training dummy, several bookcases, and multiple cupboards.

NotesEdit

  • Respawning items include: vampire armor and clothing, other armor pieces on shelves, alchemy ingredients, soul gems, heart stones, foods and beverages, and smithing materials.
  • The training dummy in the children's room wears a Dawnguard helmet and holds a Dawnguard shield to look like the "enemy." The dummy is always equipped in this way regardless of whether you are a member of the Dawnguard.
  • East of the cave entrance is a world interaction point; as you travel the area, you may be attacked by random encounter enemies, including werewolves and giants. The large area means that some of the largest random encounters may spawn (seven zombies if Plague of the DeadCC is installed, or the four bandits fighting two giants and a mammoth).
  • Even if you have not joined the Dawnguard, if you sided against the vampires to claim the home, vampires, death hounds, or gargoyles may attack you outside the cave to avenge their allies.

BugsEdit

  • The cave can be glitchy. Entering with certain followers, storing items, and relocating a family to the manor may cause the game to crash upon entering the cave.
  • When entering the cave with a pet follower and a humanoid follower, they may experience a pathfinding issue and become stuck in the cave entrance, running in place indefinitely. A simple fix is to leave and re-enter the cave, or to walk down the main hallway of the manor and wait for an hour; doing so should teleport the followers out of their bugged state. ?
  • Some spouses (Lydia, for example) will not move to Bloodchill Manor despite the option appearing in dialogue. ?
  • Many of the manor decorations, especially those in the master bedroom, float slightly. Touching them sends them flying. ?
  • If you sit in the left chair in front of the master bedroom fireplace, you can become stuck endlessly in the sitting animation, forcing you to reload the game. ?
  • The alchemy lab surface may be invisible, but the lab can still be used as normal. This bug can occur with a few other alchemy labs in the game (such as those in Saarthal and the Midden Dark).
  • After leaving and returning to the cave, weapons stored on the wall racks in the armory may not be retrievable. This bug also occurs in the basement armory of Hendraheim.
    •  To fix this bug, use console commands such as MoveTo Player or ToggleCollision.
  • Placing a dagger in any of the four dagger cases on top of the stairs to the master bedroom can cause it to glitch and will be unable to be removed from the case.
  • The Wooden Mask may disappear when placed on its stand. There is no way to retrieve it and you'll have to reload the last save made before then to keep it. ?
 
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