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Mol
Mol is a tiefling refugee in Baldur's Gate 3. She can be found at the Emerald Grove in the Tiefling Hideout, and is the leader of the gang of refugee children hiding at the Grove.

“I wouldn't miss it for the world. Baldur's Gate is home now, and the Brats are my family. Nobody messes with my family.„
Overview[edit | edit source]
Mol is the leader of group of young tiefling refugees, who, along with their elders, are trying to reach Baldur's Gate after being expelled from Elturel. Comprised mostly of civilians and children, and with goblins currently blocking the road, the tieflings have taken refuge at the Emerald Grove.
Mol leads the other tiefling children as a crime boss, directing and coordinating their exploits from a small hideout beneath the grove.
Involvement[edit | edit source]
Act One[edit | edit source]
Mol is found in the Tiefling Hideout in act one. See linked page for ways to enter.
If entering the hideout without befriending her first, Mol warns the party to leave. If remaining anyway after a countdown, she immediately runs to inform the guards, potentially leading to trouble with them after finally leaving the hideout. There are a number of ways to befriend Mol:
- Completing Arabella by saving
- Completing Mirkon by saving
- Going easy on Silfy after catching her trying to steal your belongings
- Pocketing Mattis' ring when he tries to trick the party, but giving it back to him later
- Helping or going easy on Meli when he is being confronted about stealing Barth's locket
Mol takes pride in her schemes, and mocks those who think she is misbehaving. The party can instead show interest on her enterprise and offer an investment of 20 gold to found a Thieves' Guild when the Tieflings reach Baldur's Gate. This will also award the inspiration to party members with the Urchin background.
If befriended, Mol may task the party with stealing the Sacred Idol.
She can also give the party their belongings back if successfully scammed by Mattis and Silfy, though she charges an "inspection fee" unless the party passes an ability check or has befriended the tiefling children:
- Pay the fee.
-1
+1
+1
- [INTIMIDATION] Give me what's mine, or I'll rip your bloody tail off. (DC 15)
+1
-1
+1
-1
- [BERSERKER] [INTIMIDATION] MINE. GIVE. NOW. (DC 15
)
- [BARBARIAN] [INTIMIDATION] Mine. Now. (DC 15
)
- [PERSUASION] I'm sure this was a misunderstanding. My things cost me a lot... I really need them back. (DC 15)
If at any point the party harasses the tiefling children, Mol tells the adult tieflings, who will question the party and potentially start a fight.
If on good terms with Mol, it is possible to trade with her at X: 187 Y: 475. Also, after speaking to Zevlor upon returning from the quest as long as not going directly to the camp celebration.
Should the party side with the refugees, she is found during the celebration at the campsite, after stealing some wine. Mol reveals she is planning on selling it for an expensive price once the attendees run out of drinks.
Act Two[edit | edit source]
Lanceboard with Raphael[edit | edit source]
If Mol survives Act One, she vouches for the party when first entering the Last Light Inn. Afterwards, she can be found near the bar thinking about how she can scam money out of Isobel, or playing lanceboard with Raphael, where the party can try to help her win the match:
- [SLEIGHT OF HAND] 'Accidentally' jostle the board Mol's way. (DC 10)
- [ROGUE] Rig the game with some sleight of hand.
- Gale's right. Put pressure on him. Attack the pieces in front of his Cyric. (if Gale is present)
- Put pressure on him. Attack the pieces in front of his king.
- [BARD] Calimshan fell because its nobility got cocky. Put pressure on his king.
- [MONK] This is a game that tests your mind. Look at the board with fresh eyes - what does your opponent hide?
- [FIGHTER] Of course I play. No better way to learn battle strategy than lanceboard. It's fun, too.
- [FIGHTER] You win by taking the king - attack it at all costs. The Vanquisher's Lance stratagem.
- [WIZARD] He's set up a clever little trap. But... his Cyric looks rather open, don't you think?
- [CLERIC] [WISDOM] Say you don't want to interfere and pray for your god to guide Mol's hand. (DC 14)
Choosing any of these options results in Mol losing:
- Fall back. Protect your queen above everything else.
- [KARLACH] You know this guy's a devil, right, Mol? No beating one of them.
- You shouldn't be playing games with this man. He's a devil.
- Sorry, kid. I've never played lanceboard.
- [BARBARIAN] Why would I play a game that imitates war when I can fight any time I want?
"Helping" Mol win the game will earn the following inspiration:
- ( backgrounds)
- ( backgrounds)
- ( backgrounds)
- ( backgrounds)
A Deal with the Devil[edit | edit source]
After the game, Mol can be talked to in which he reveals Raphael made an offer to him. The party can try to discourage him from taking the deal, however many options will not work.
These options don't convince Mol, as she has seen Zevlor try many of them and fail:
- [DARK URGE] Though it can be near-impossible to stay on the good path, you have to try. We all have to try.
- You need to stay away from Raphael. His deals are poison.
- [MONK] Like a prick from a scorpion, Raphael's deals seem innocuous, but they are poison.
- [PALADIN] You need to believe in yourself, Mol. Not the empty promises of a fork-tongued monster.
- [FIGHTER] One should consider all options before forming a battle strategy - not just the easiest deal.
To successfully convince Mol, the party must warn her that Raphael is a literal devil:
- [TIEFLING] Our kind have enough trouble with devils. You should stay away from this one.
- [PERSUASION] Raphael is a real, literal devil. You and your soul are in danger, Mol. (DC 14)
- [CLERIC] [PERSUASION] Raphael is a real, literal devil. These creatures care not for you - only your soul. (DC 14
)
- [PERSUASION] Do you not hear it? The power of the Nine Hells, woven in his every word? He is a devil who wishes for your very soul. (DC 14
)
- [GREAT OLD ONE] He's a devil, Mol. They are fickle patrons - ambition and treason lie before you.
- [ARCHFEY] Be careful, little one. Raphael's a devil - they're lying bastards. Hardly fun patrons.
- [FIEND] I swore a pact with a creature like Raphael once. He's a devil, Mol. Be cautious.
- [THE HEXBLADE] Careful, Mol. Deals with a devil always cut both ways.
Choosing one of the options above allows the party to ask what exactly Raphael offered her. She states its for protection for her and friends but a successful passive DC 14 Insight check reveals she is lying. The party can then ask:
- [PERSUASION] Raphael's dangerous, Mol. What did he really offer you? (DC 20)
Passing this check reveals that Raphael also promised her she'd be the head of The Guild.
Finally, the party can even encourage Mol to take the deal:
- [DARK URGE] Make a deal with a devil, little one. Once you fall, you'll never look back.
- If Raphael offered you a good trade, you should take it.
- [ROGUE] Take the deal if you want, kid. But a word of advice - let him get a little desperate first.
Unfortunately in-game none of the outcomes matter much. Encouraging or discouraging her adds a line of dialogue when telling Wyll about Mol's contract. Encouraging her to take the deal results in -3 while warning her grants
+3.
Kidnapping[edit | edit source]
When the Last Light Inn is ambushed by Marcus, Mol is kidnapped. This starts the quest .
Act Three[edit | edit source]
Mol can be found in the Guildhall in Act Three, working for Sticky Dondo. She no longer wears an eyepatch and has two healthy eyes. Her eyepatch can be found in the Mind Flayer Colony in Balthazar's laboratory at X: 693 Y: -111. The eyepatch can be given back to Mol.
In the House of Hope, the party can find Mol's Contract. When talking to Mol about it, she says she made a deal with Raphael to escape Shadow-Cursed Lands, but does not elaborate.[1] If telling her the the party killed Raphael, she becomes angry, reveals that Raphael was her patron, and the party has ruined her future career. Otherwise, if not telling her about Raphael, she helps in the final fight with a passive buff (see ).
Related Quests[edit | edit source]
Related Literature[edit | edit source]
Gallery[edit | edit source]
Notes[edit | edit source]
- Mol received a significant appearance change during Early Access. She used to have longer hair and different horns, and now has an eyepatch over her left eye.
References[edit | edit source]
- ↑ It is possible to learn the full details of Mol's deal with Raphael during Act Two. If approaching Mol during her lanceboard game with him, the party may assist her in winning the game. Afterwards, the player character can ask about Raphel's offer. If asking with certain conversation choices offered (e.g., as a fighter), Mol states he offered to keep her and the other tiefling children safe. If then passing an Insight check and a class-related skill check, Mol reveals Raphael offered to get her and the other kids safely to Baldur's gate and, upon arrival, she would be head of the Thieves' Guild. This is likely why, if Mol learns the party killed Raphael, she becomes angry, as she apparently believes she cannot achieve her dreams without his deal.
External links[edit | edit source]
Mol on the Forgotten Realms Wiki