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Tiefling Hideout

| Emerald Grove | ||||
| The Hollow | ||||
| ↑ | ||||
| Tiefling Hideout | ||||
Overview[edit | edit source]

The Tiefling Hideout is a subterranean cavern hidden under the south-western part of the Hollow. It is occupied by Mol and her tiefling children gang,[1] who use it as a base to run scams and other exploits.
The party can find the hideout themselves after interacting with various members of Mol's gang, or they can be invited to visit it as a reward for helping or protecting the children.
Getting access[edit | edit source]
The hideout has two entrances:
- Through the Concealed Hatch at X: 227 Y: 553 in The Hollow, guarded by Doni
- The hatch is revealed by succeeding a passive DC 10 Perception check while speaking to Doni, followed by passing a DC 10 Investigation check. Rangers and Rogues have Advantage on this Investigation check.
- If Mirkon is rescued in Investigate the Beach, he tells the party to speak with Doni and gives them the password which allows them in.
- Through the Rocky Crevice at X: 224 Y: 564 in The Hollow
- Silfy flees there after stealing, or being caught while attempting to steal the party's belongings. The crevice is located on a rocky ledge beneath a wooden ladder and requires a DC 5 Perception check to reveal.
- Only Small or tiny sized party members can fit through the crevice. This can be done by Gnomes, Halflings, as well as characters disguised as such or reduced. Characters who are shapeshifted into creatures of appropriate size and summons can also fit through.
Interactions[edit | edit source]
To explore the hideout without consequences, the party must first earn Mol's favor. This can be done by helping out members of her children gang, or by protecting them from other characters, like Kagha or Barth. On the opposite, allowing others to abuse the kids or leaving them in danger makes Mol angry with the party.
Entering the hideout without doing anything to befriend Mol causes her to demand the party leave in "a tencount". She begins to count audibly. If the party members do not leave in time, Mol runs away. After leaving the hideout, the party members are accosted by the guards outside, for 'threatening children'; the interacting party member must then pass a DC 20 Deception check or be sent to prison.
If having earned Mol's approval, the party can trade with her and can also start the quest Steal the Sacred Idol. They can also show interest in her enterprise and offer an investment of 20 gold to found a Thieves' Guild when the tieflings reach Baldur's Gate. This grants the inspiration Paying It Forward to party members with the Urchin background.
In the hideout the party can find items stolen from their inventory during Find Your Belongings. Possible peaceful options to get these items back if talking to Mol are listed on her personal page. The party can also try and steal their belongings back from the gang's stash at X: 94 Y: 74 in the hideout. Doing this without making enemies of Mol and her fellows earns the inspiration Show Them How It's Done to party members with the Criminal background.
Also Barth's stolen Brass Locket can be found here in a chest. It can be given back to him.
At X: 52 Y: 59 a rift over the underground stream can be jumped over by any character with at least 15 Strength, or crossed by means of spatial movement like Misty Step or Grant Flight. Druid characters may also use Wild Shape: Badger to Burrow to the other side. A Wicker Chest on the other side of the chasm contains gold and random alchemical ingredients. It is free to loot, even if the tiefling children are still present in the hideout.
Characters[edit | edit source]
Loot[edit | edit source]
Related quests[edit | edit source]
- ↑ Throughout the game dialogue files, the ones concerning the encounter with Mol and her underage subordinates are described with tags starting "DEN_Thieflings/"