Getting robbed in Baldur’s Gate 3 happens to me more than I like. When a pack of tiefling kids takes your things—right under your nose—you have to go find them. I’ve done this quest many times and I’ll tell you clearly how it works, why choices matter, and what I’d do if it were my run. Honestly, some rewards feel stingy, but the scene teaches you a lot about the grove’s politics and small consequences.
Want your stuff back? Start at the Emerald Grove (Act 1). Walk past the goblin clash and you’ll see kids near the inner sanctum entrance. Approach Mattis — he’s usually hawking “rare” junk by some crates. The quest triggers when you get close or when you notice inventory items missing. Items stolen tend to be consumables: food, potions, small valuables (not campaign-breaking gear).
Where to look
Coordinates people post online vary, but you’ll spot the kids by the stone steps to the Sacred Pool. In my experience they cluster near the beach and training area. If you don’t notice the theft right away, opening inventory will add the quest to your journal.
| Thief | Where | Likely loot | How to get it back |
|---|---|---|---|
| Silfy | Beach area | Gold, food | Persuade or intimidate |
| Mattis | Main entrance | Potions, scrolls | Buy, pickpocket, or negotiate |
| Mirkon | By the Sacred Pool | Odds and ends | Help with harpies first |
| Meli | Training area | Trinkets | Catch him stealing |
The kids answer to Mol. Find her hideout (there’s a hidden entrance near the beach) and you can shortcut the whole thing. Mol will sometimes return items for a price, or you can talk her down. This doesn’t always work — depends on your party and past actions.
Talking to Mattis: choices and fallout
Mattis is crafty. You can confront him, play along, or try skill checks. Each choice has a clear why behind it: confronting forces a response; playing along reveals the gang’s structure; skill checks give you mechanical advantages.
- “I know you stole from me.” — Direct; Intimidation DC ~15 to force a confession.
- “What are you selling?” — Feigns interest; can lead to buying items or info about Mol.
- [Insight] — Spots nervous tells; gives advantage on Persuasion later.
- [Perception] — Identifies your items immediately; still might cost coin to reclaim.
// simplified dialogue flow
Start
├─ Confront → succeed: items or lead to Mol
│ → fail: Mattis bolts
├─ Play along → buy items or learn hideout
└─ Skill checks → better negotiation odds
Here’s the funny part: playing it gentle often costs less long-term. Watch this — intimidate and you might anger the whole grove; persuade and you keep options open. Controversial take: I think punishing kids in-game is a lazy moral choice by some players. Others will disagree, loudly.
Other ways to handle it
There are two main approaches that actually work and can be mixed (I recommend mixing). Use stealth and Sleight of Hand to pickpocket back, or use Persuasion. Each method has reason behind it: pickpocketing requires skill but avoids payment; persuasion preserves relationships.
- Pickpocket: need Sleight of Hand (Rogue or a character with Expertise helps). Risk: getting caught can provoke hostility.
- Persuade: requires high Charisma; keeps reputation intact and can net extras.
Mixing is practical: pickpocket a stubborn kid, talk down another, then find Mol. Cast Guidance or Enhance Ability to tip dice in your favor (those spells add predictable bonuses). To be fair, save before every risky attempt — I do.
Rewards and why they matter
Don’t expect huge loot. Typical rewards are: returned consumables, modest XP, and sometimes reputation with the tieflings. The XP numbers players report vary; expect small gains (around a few dozen XP per flagged interaction). More importantly, your choices affect future scenes — some kids appear later if you spared them or helped.
Tip: think of this quest like pulling a loose thread on a sweater — small tug, but it can open a hole that reveals more of the garment. Sometimes that’s good; sometimes you’ll regret it.
Quick strategy I use
- Buff checks (Guidance) before talking. (Yes, even on casual runs.)
- Have one person distract while another searches pockets.
- If negotiation stalls, find Mol — paying once can save headaches later.
Unexpected insight: refusing to escalate here can give far better dialogue later in Act 2 and Act 3. Players often miss that. Also, tiny regret: I once spent 50 gold buying back a potion I could’ve stolen with a successful DC 13 check — lesson learned.
One more controversial note: developers could’ve made the outcome harsher for thieves — more consequences would force clearer moral choices. Some will hate that idea; I think it would make the story punchier. What do you think?
Short checklist (because you asked for simple):
- Find kids at the Grove entrance and beach.
- Talk to Mattis first; use Insight/Perception if you can.
- Try persuasion before violence if you want long-term gains.
- Pickpocket if you’re geared for it (Rogues shine here).
- If stuck, seek Mol’s hideout near the beach.
Final note: the charm of this quest is that small choices ripple. I’ve noticed outcomes vary by playstyle and party makeup. Sometimes you’ll get your items back with a smile; sometimes you’ll pay; sometimes you’ll walk away thinking — huh, didn’t expect that. Good luck, and may your rolls be kind! 🎲✨