About: Iron Throne Headquarters   Sponge Permalink

An Entity of Type : dbkwik:resource/DzqRyfO2qJ3bGsoHNefGkw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Iron Throne Headquarters is, as its name implies, the base of operations for the Iron Throne, located in Baldur's Gate Docks. If you decide to begin infiltrating this building, the following may occur: Upon entering the building - a merchant may mention you should leave. Upon nearing the stairwell in the back, a guard will ask why you're there. Multiple replies are allowed. The 200gp option does allow your party to move on to the 2nd floor without incident. On the 2nd floor, there is a named NPC that comments on the comings and goings of characters above.

AttributesValues
rdf:type
rdfs:label
  • Iron Throne Headquarters
rdfs:comment
  • The Iron Throne Headquarters is, as its name implies, the base of operations for the Iron Throne, located in Baldur's Gate Docks. If you decide to begin infiltrating this building, the following may occur: Upon entering the building - a merchant may mention you should leave. Upon nearing the stairwell in the back, a guard will ask why you're there. Multiple replies are allowed. The 200gp option does allow your party to move on to the 2nd floor without incident. On the 2nd floor, there is a named NPC that comments on the comings and goings of characters above.
dcterms:subject
primary functions
  • Building
in area of
  • Baldur's Gate Docks
dbkwik:baldursgate...iPageUsesTemplate
Name
  • Iron Throne Headquarters
abstract
  • The Iron Throne Headquarters is, as its name implies, the base of operations for the Iron Throne, located in Baldur's Gate Docks. If you decide to begin infiltrating this building, the following may occur: Upon entering the building - a merchant may mention you should leave. Upon nearing the stairwell in the back, a guard will ask why you're there. Multiple replies are allowed. The 200gp option does allow your party to move on to the 2nd floor without incident. On the 2nd floor, there is a named NPC that comments on the comings and goings of characters above. On the 3rd floor, another Guard stops you. 4 options are given. The 4th option relating to Cormyr turns the guard hostile. NPC "Nortuary" also turns hostile. Emissary Tar approaches for dialogue, no matter the situation. He seems to become lost if you do not help him. NPC Merchant remains neutral. The 4th floor contains a bar, with barkeep and two other NPCs, all of which remain neutral. If you speak to the barkeep, he'll ask where about who you are. The 1st option regarding Sembia keeps the barkeep neutral, but he does not off any services afterward. Destus Gurn approaches you here, can mistake you for Emissary Tar, and you'll be given 3 options. The 3rd option works to make Destus believe you are Tar. The library shelves on this floor contain 6 scrolls as well as many books. The 5th floor has an immediate dialogue sequence, and all avenues lead to hostility. NOTE: You will not be able to rest within this building, like most city buildings. Keep potions, spells, and scrolls in mind for dealing with all five floors if you want to do this in one go. It's a long way back (for the lazy like this author)!
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software