Find Mol

Find Mol is a Quest in Act Two of Baldur's Gate 3. It can be started by speaking with Isobel at the Last Light Inn and completing .
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==Objectives==
Objectives and journal entries may vary pending story decisions and outcomes.
== Walkthrough ==
=== Mol's Kidnapping ===
This quest appears only for those who completed with the tiefling refugees and the Druid Grove protected. is kidnapped during Resolve the Abduction or , after the party speaks with Isobel in the Last Light Inn. Once Isobel is spoken to and blesses the character, a Flaming Fist named confronts her and demands that she go to Moonrise Towers with him to see . Isobel refuses and Marcus summons several Winged Horrors to aid him. One of those Winged Horrors swoops in to capture Mol and whisks her away, seemingly to Moonrise Towers.
After the kidnapping, if Isobel was saved, the party finds the tiefling children planning on how to rescue Mol. wants to bust in and rescue her, while tries to convince the party to stay at the Inn. The party can offer to search for Mol, which causes the kids to abandon their plans.
The party can attempt to search Moonrise Towers for Mol, but she is not in Moonrise Towers Prison, nor anywhere else in the Tower. At the end of Act Two, during , the party can search the Mind Flayer Colony for Mol, but she is not there. However, can be found in the Necrotic Laboratory. If Isobel was not saved, obtaining the eyepatch will unlock the questline.
=== Baldur's Gate ===
Mol can be found in Act Three in the Lower City. She is working for the fetcher in the Guildhall. 
There are several paths to the Guildhall. The fastest route is to use the manhole in the alley north of the Basilisk Gate waypoint and smash through the western wall . Follow the path west and there is a locked door to the Guildhall. Lockpicking it (DC 20) grants easy entry. Above ground, there is an alley guarded by and several other Guild members. If was started and the party aided in Rivington, they are instantly recognized as allies of the Guild and allowed entry. If is in the party, selecting "Careful, that's the High Harper Jaheira you're speaking to" smooths the way without any checks. Otherwise, a Deception, Intimidation, or Persuasion check allows passage. can be given back to her.
The party can ask her how she escaped Moonrise, but she refuses to elaborate. She simply says that if she survived the hells, she could survive anything and leaves it at that. The party can ask about her future plans, to which she says she plans to work her way up the ladder and eventually take over the Guild one day. For now, she refers the party to if they wish to trade.
=== The House of Hope ===
If the party undertakes and decides to either or steal the , the party can find Mol's infernal contract.
The contract is in the House of Hope, locked in a room with an Inert Infernal Gem . Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open. If the party takes the contract and returns it to Mol, she is impressed and thanks them. She can be convinced to help the party with her new powers with a Persuasion check (DC 15). If the party killed and informs her of this, she gets angry and says she'll take over the Guild with or without the contract, but that her Guild won't look kindly on the party.
== Quest Rewards ==
* Mol as an ally for .
Category:Quests