Ad placeholder
Iron Throne

| Lower City | ||||
| Flymm Cargo | ||||
| ↑ | ||||
| Iron Throne | ||||

“I would rather yank Tiamat's tail than travel beneath the water again. <...> I have something of a feline nature – I do not like getting wet.„
Overview[edit section | visual editor]
The Iron Throne is an underwater facility, secretly built on the orders of Enver Gortash deep under the surface of the Grey Harbour, in the deepest parts of the mouth of the River Chionthar. It is used by Gortash and by his fellow followers of the Cult of Bane as a prison for most valued captives of Gortash's and (in lesser part) as a place for conducting egregious experiments on them.
History[edit section | visual editor]

(by Elise Verhagen)
About a century prior to the game events, a bulging building named "The Iron Throne" stood near the Grey Harbour Docks and served as a headquarters for the Baldurian branch of the namesake organization specializing in armsdealing and mercenary services, lead by Sarevok Anchev and his foster father. After the Bhaalspawn crisis, the five-storied building of the Iron Throne was torn from its foundation, levitated across the docks and plunged to the bottom of the Chionthar by the efforts of seventeen city mages.[1]
When Enver Gortash needed a totally secluded place for preparing his power-wielding projects, he rediscovered the ruins of the building and arranged the installation of the underwater prison around its upper floors. The construction used parts manufactured at the Steel Watch Foundry and delivered to the site via the Submersible, and the whole process was overseen by Gortash's follower Waldemar Prinski, who used the labour of sahuagin with the help of Umberlee renegade Antiope.[2] In the time following, the hostages and supplies were delivered to the prison by the same submersible.
Access[edit section | visual editor]
The submersible is the only way to reach the Iron Throne and return alive. It is moored in the sub-aquatic docks of Flymm Cargo in the Grey Harbour Docks. To locate the possible starting point of the route, the party must progress either Save the Gondians or Avenge the Drowned quests to a certain point.
The docks can also be discovered by exploring the Lower City Sewers, using the "Greasy, Smelly Way Up" at X: -158 Y: 835.
Once the party enter the submersible to reach the Iron Throne, they cannot fast-travel or return to the Campsite to rest. The Iron Throne is unreachable if the Steel Watch Foundry is destroyed before visiting it.
Building layout[edit section | visual editor]

The submersible docks at the upper dome of the sub-aquatic facility, which apparently serves as a sluice chamber. Another ladder leads below, to the prison itself.
The prison is made up of a central area with four tunnels leading off in each cardinal direction. Eastward and westward tunnels lead to the cell wings, southward is the half-flooded laboratory wing with several cells for the test subjects as well, and the northern one was apparently reserved for the personnel.
The tunnels have Sturdy or Medium Toughness Double Glasshouse Doors at the each end, which can be closed by using a lever inside the tunnel next to the door. Once closed, they cannot be reopened, and various party members then comment on this. This must be taken into consideration when planning the escape from the Iron Throne.
All tunnels also have a pair of heat detectors, located between the doors. If these detectors are destroyed, or suffer any Fire or Force damage (including the exploding Oil Barrels, which are scattered about the tunnels), they trigger and block the doors at both ends of the tunnel in question. Although they can be disarmed with a DC 7 Sleight of Hand Check, it is instead recommended to use these detectors to prevent attempts by prison guards to catch up with the party (see Tactics subsection below).

The prison is guarded by hostile Sahuagin of various types which patrol the corridors. Initially there are few of them, but more spawn over time from the deep water in the southern hall. Points of spawning are shown as "Bubbling Emergences" in the Initiative Tracker, which at this stage cannot be damaged or interacted with. With their low damage output and overall weakness, the Sahuagin are unlikely to pose an actual threat to the party, but they can kill the prisoners – who they may prioritize over party members – or ensnare characters with their nets.
The Sahuagin stop pursuing any prisoners or party members who ascend the ladder from the prison to the sluice chamber. They can, however, end their turn at the foot of the ladder, blocking the way up to the submersible.
Cells[edit section | visual editor]
There are nine cells throughout the prison, each locked by a Sturdy Glasshouse Door which can be opened and closed by pulling a nearby lever, or lockpicked with a DC 21-25 Sleight of Hand Check. Using the levers requires having an action available, though opening the cells by hand does not actually consume one. Ranged attacks (with either weapon or spell) are useful to trigger the levers from a distance.
Two prisoners in one of the cells in westward wing are already dead.[3] Their corpses are labelled as "Civilian", and do not count for the purposes of completing the quest or obtaining corresponding inspiration (see below). Also, Obelia Toobin stands in the beginning of the southern corridor instead of locked in cell. The Sahuagin which guards the central area does not attack her for some reason.
There are thirteen Gondian hostages in total who can be freed from the cells, and (possibly) two more prisoners as part of other quests which may be active due to the party's previous choices in-game. Their locations are marked by quest icons on the map, and on the mini-map in game.
Involvement[edit section | visual editor]
Visiting the Iron Throne is a part of Save the Gondians quest, which in turn is connected to other quests, such as Disable the Steel Watch, Get Gortash's Netherstone, and Gather Your Allies.
On the way to the Iron Throne, Enver Gortash speaks to the party via a screen in the submersible console. The party can choose to dock at the prison or to return to the docks. If they choose to dock, Gortash triggers the explosion which eventually collapse the building, burying everybody left inside, and the bargain with Gortash (if striken) is considered terminated.

Arriving at the Iron Throne triggers a countdown, its duration depends on the difficulty level: 8 turns on Explorer, 6 turns on Balanced, and 5 turns on Tactician or Honour. When the countdown concludes, any characters who have not returned to the submersible die instantly, possibly failing their respective quests. Characters must climb up into the sluice chamber to be considered as saved. Party members and prisoners who die either during the escape or due to the structural failures are washed up on the small beach south of Old Garlow's Place. Dead party members can be revived as usual after the survivors leave for the surface.
The game can be put in turn-based mode before leaving the submersible, allowing the party to apply limited duration conditions, such as weapon coatings, before the turn counter starts.
Gondians[edit section | visual editor]

(by Tim Wilmsen)
There are thirteen Gondian hostages located in various parts of the prison:
- Central area: two cells with a single hostage in each, and Obelia Toobin in the southern tunnel. A Sahuagin guards the central area near one of these cells.
- Eastern wing: two cells with three hostages in each of them. The wing is guarded by two Sahuagin, and has the doors leading to the corridors to the northern and southern wings, which are initially locked (require DC 25 Sleight of Hand Check to lockpick each, or the Knock spell).
- Southern wing: one prisoner is locked in a cell and another one, Santoria is tied to a lab triage cot outside the cell. Initially there are no guards here, but two of them emerge on the second turn from underwater. The water surface in this wing does not have the Difficult Terrain: Deep Water effect.
- Western wing: one prisoner is locked in a separate cell.
Once freed, the hostages take no actions besides Dash which, together with their Glimpse of Freedom condition, allows them to move very quickly. They know the way to the ladder and need no guidance, though it is advisable to defend them as they possess no weapons and do not engage the Sahuagin, even if attacked.
As soon as a Gondian hostage reaches the ladder from the sluice chamber to the submersible, their portrait is removed from the Initiative Tracker. This can be somewhat misleading, as the animation resembles removing a portrait due to the character's death. Attached followers (if present) remain in the Tracker until the end of the mission.
Omeluum[edit section | visual editor]
Omeluum is imprisoned in the Iron Throne only if Steal a Githyanki Egg quest in Act One was not completed by giving the egg to Lady Esther, or if it was previously killed. Otherwise, its presence progresses their corresponding quest (if active).
Omeluum is in the far end of the southern (lab) wing, strapped to a lab cot in a room with several workbenches. It must be freed with the Help action. Next to it on a cupboard is the backpack with selected items from Omeluum's merchant inventory.[4] On a table nearby is a Mind Flayer Parasite Specimen, and the Opulent Chest aside the door contains gold and a random Very rare spell scroll.
In the corridor which leads to Omeluum's cell is another Bubbling Emergence, which activates when any party member approaches it. The Sahuagin who emerge from them go to the southern cells if they have no closer targets.
Omeluum's Teleport to Submersible spell allows it to teleport itself and another ally to the submersible, which makes escaping for the party member who freed it much easier. There may even be enough time for Omeluum to whisk to safety other captives or party members.
If present, Omeluum connects to the player character's mind immediately upon descending to the sluice chamber, telling them of the purpose of the Iron Throne and of the Duke Ravengard being held in the prison. The player character can also pass a DC 20 Persuasion Check to convince Omeluum that the Gondians also must be saved, but this does not bear any consequence except minor approval changes with companions.
Automated dialogue with Omeluum, if any occurs, launches the countdown after it ends, which is another reason for finishing all preparations before descending from the submersible into the sluice chamber.
Duke Ravengard[edit section | visual editor]

(by Tim Wilmsen)
Grand Duke Ulder Ravengard can only be saved if the party attended Gortash's coronation in Wyrm's Rock Fortress.
If Wyll has been recruited, it is highly recommended to advance his personal quest to the point of Mizora offering him a new pact at the Campsite, otherwise the Duke will be Dead. Wyll, though, does not have to accept the new pact conditions offered by Mizora to save his father.
Depending on the duke's condition, Mizora offers Wyll to either reveal his location or to resurrect him in exchange for Wyll's soul, forever bound to her and Zariel, with the alternative remaining the same – to break the pact immediately.
Duke Ravengard is kept in a separate cell in the eastern wing. If still alive, he has low HP, depending on the difficulty level (35 HP on Explorer, 29 HP on Balanced, 21 HP on Tactician and in Honour mode[verify]). He has the Fiendish Obeisance status, unless Wyll is not recruited to the party.[verify] Upon opening the door to his cell, the Duke becomes an Attached Follower. By default, he is attached to the party leader, and not to the character who actually frees him. The same is true for Omeluum, if he is present and freed.
If Wyll broke his pact with Mizora, she appears here and attempts to kill the Duke: once he leaves the cell, she gives him the Fiendish Obeisance: Kneel status for one turn, preventing him from moving (including movement by force) and imposing Disadvantage on Dexterity Saving Throws. She then summons six Combustion Belly Spiderlings next to the Duke and teleports away. The Spiderlings use their self-destructive Spiderling Burst ability on their turn or when killed and hunt the Duke as primary target.
The party can help the Duke to survive or avoid the spiders by a variety of means:
- Healing (all available options)
- Granting protective effects (prioritizing on Fire resistance is recommended)
- Boosting the Duke's mobility or teleporting him out of the spiderlings' reach
Means such as Shield of Thralls, Invisibility, Sanctuary can be helpful as well. Also, Mizora cannot force the Duke to kneel if Fiendish Obeisance is removed prior to her appearance with Greater Restoration. Mizora does not appear if Wyll died before resigning the new pact and thus does not summon the Spiderlings or force the Duke to kneel.[verify]
Northern wing[edit section | visual editor]
The northern wing was apparently used by the prison staff. In the room behind the northern tunnel at X: -16 Y: 96 lies the corpse of Waldemar Prinski. The westward tunnel instead of cells has a room which apparently served a dwelling for Prinski, and a smaller storage room. Two opulent chests in these rooms (at X: -33 Y: 106 and X: -49 Y: 100) contain High Security Vault nº6 Key and three random elixirs, as well as gold and random Valuables.
The northeastern appendix of this wing does not contain any significant or useful items.
Tactics[edit section | visual editor]

Due to the limited number of turns and a rather vast area to be explored, the party must distribute their efforts and spend their actions carefully. This subsection (and the talk page) contains some advice on how to do so:
Increasing mobility[edit section | visual editor]
- Class actions such as Cunning Action: Dash, Soul Branding, and Step of the Wind: Dash help to partially restore movement speed
- For Partial-Illithid characters, their Fly ability is quite helpful, as it consumes movement speed at half cost; Full-Illithid characters can use their Levitate ability
- Abilities like Rush Attack, Force Tunnel or Zephyr Flash can be used if the movement speed has run out, but the party member still has an unused action
- Items such as Crusher's Ring, Arrows of Transposition, Boots of Speed or Spaceshunt Boots
- Spells such as Longstrider, Misty Step, and Dimension Door can help; it is also recommended to have some amount of scrolls with the last two spells in the inventory, as well as use items, spells and abilities which enhance jumping distance
- Any items and abilities which protect party members from being Restrained and nullify the effects of Difficult Terrain, if any appears due to the party's actions
- Conjured Elementals have high mobility due to their Elemental Warp ability
- Summons acquired via Planar Ally or Sights of the Seelie: Summon Deva have useful abilities like Fly or Shifting Winds (Djinni)
- Omeluum can teleport itself and one ally back to the submersible once per round
Increasing the number of actions[edit section | visual editor]
- Using Haste, Potions of Speed, and Terazul grant additional actions; the effect from Terazul can stack with the other two, and using it does not require an action or bonus action to apply
- However, the Lethargic condition imposed on ending of any of these effects can prove problematic or – ultimately – fatal; if Haste is used, care should be taken to prevent the caster from losing concentration
- Haste Spore Grenades are not recommended due to buggy interactions with prisoners (taking an extra turn to apply)
- Elixirs of Bloodlust grants an additional action once per turn when an enemy is killed
- Action Surge can only be used once per character while in the Iron Throne, but is useful nonetheless
- Attached followers can free up a party member's action by opening or closing doors, protecting hostages, attacking guards or simply interposing themselves between threats and prisoners; many summons cannot interact with objects, but can still activate doors by attacking their levers
- Scratch's ability to use the Help action is particularly useful when aiding Ulder Ravengard, Santoria, and anyone who has been ensnared by a Net
Operating cell levers and tunnel doors[edit section | visual editor]
- Pulling a lever by hand to open a door does not cost an action. However, hitting a lever with any ranged attack or even an explosive blast causes it to open the door immediately. Spells like Magic Missile or Scorching Ray can be used in rooms with multiple levers to open several doors simultaneously, although Scorching Rays require line of sight. Some items (such as Ne'er Misser or Circlet of Blasting) provide these spells as an additional ability or add an additional dart of each ( Psychic Spark). The Curriculum of Strategy: Artistry of War spell can be used as well (though it might seem wasteful to use it for triggering levers).
- All levers should be activated with at least two to three turns remaining. The prisoners in the farthest cells should be released first, as they cannot escape to the submarine in only one turn without some method of mobility-boosting.
- Strategically sealing Glasshouse Doors once an area is clear of prisoners, either by activating their levers or setting off their fire detectors, can effectively neutralize Sahuagin without expending actions to kill them. Keen on preventing prisoners to escape, Sahuagin often move to intercept them at the ladder via the shortest route and start attacking the doors, which is usually futile as they cannot do enough damage.
- The southern area containing Sahuagin spawn points is particularly worthwhile to seal off with doors as soon as the two Gondians held there pass the tunnel; Omeluum can then teleport itself and its rescuer to safety.
Inspirations[edit section | visual editor]
Upon docking at the Iron Throne the following inspirations are given:
- Down to the Depths Below ( Outlander background)
- Lantanna Marvel ( Guild Artisan background)
Depending on the rescue mission outcome and on the party's previous choices, one or both of the following inspirations can also be earned:
- Always Trust a Dishonest Person ( Charlatan background) - granted if docking at the Iron Throne violates the party's bargain with Gortash
- Against All Odds ( Folk Hero background) - earned if all thirteen Gondian hostages are saved
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
Characters[edit section | visual editor]
Notable[edit section | visual editor]
- Enver Gortash[6]
- Mizora – - conditional, flees before combat
- Omeluum
- Redhammer the Deviser - conditional, stays in the submersible
- Ulder Ravengard
- Waldemar Prinski - deceased
Prisoners[edit section | visual editor]
Creatures[edit section | visual editor]
- Combustion Belly Spiderling - 6x
- Sahuagin Champion - 4x initially + 4x afterwards
- Sahuagin Hunter - 4x initially + 4x afterwards
- Sahuagin - 1x initially + 3x afterwards
Loot[edit section | visual editor]
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Related literature[edit section | visual editor]
Gallery[edit section | visual editor]
-
The prison facility built adjacent to the building
(by Elise Verhagen) -
A destroyed, waterlogged wing of the Iron Throne
(by Tim Wilmsen) -
The staff wing of the underwater prison
(by Tim Wilmsen)
Notes and references[edit section | visual editor]
- ↑ As stated in Downfall of the Iron Throne.
- ↑ As stated in Aquatic Labour.
- ↑ The two corpses are those of a rock gnome and a human. Presumably, it is they who can be seen through the Scrying screen in the Security Office of the Steel Watch Foundry.
- ↑ The backpack may contain items the party sold to Omeluum in Act One. Looting it does not cause any reproach from the illithid, and the items can be sold again to any merchant.
- ↑ This is also the subquest for Wyll's quest as an Origin.
- ↑ Connects to the submersible just before docking at the Iron Throne
External links[edit section | visual editor]
- on the Baldur's Gate Wiki
- on the Forgotten Realms Wiki
- on the Baldur's Gate Wiki
- on the Forgotten Realms Wiki
































































































































