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Critical Role Pulls Off Its Most Stunning Twist Yet

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Critical Role fans were last stunned by the closing moments of last night's episode, as DM Matt Mercer revealed a major twist that no one saw coming. [MAJOR SPOILERS FOR EPISODE 111 AND CAMPAIGN 2 FOLLOWS.] For several episodes, the Mighty Nein have been searching for clues about the Eyes of Nine, a sinister sentient city lurking on the Astral Plane. While much is not known about this new potential enemy, it does seem to have a connection to Mollymauk Tealeaf, a former member of the Mighty Nein (played by Taliesin Jaffe) who died during a rescue attempt gone terribly wrong. After several episodes of searching for answers, the party decided to use speak with dead to talk to Mollymauk's body to see what information they could learn. However, the party discovered that Molly's grave was empty, leading to Jester (played by Laura Bailey) to cast scry and seeing Mollymauk walking through the snow...seemingly alive.

While Mollymauk's body seems to be once again among the living, this doesn't mean that the character is truly back. Fans may remember that Mollymauk was once known as Lucien, the leader of a cult-like group of adventurers who died during a ritual to reach a strange city filled with power and magic. Lucien returned to life with no memories of his past life, and took to calling himself Mollymauk, adopting an entirely new persona and distancing himself from his past. Due to the nine eye-shaped tattoos on Molly's body, fans theorized that Lucien was attempting to project his soul into the Astral Plane where the Eyes of Nine is located and that his soul was somehow cut off from his body in the process. After Molly's death, it's certainly possible that Lucien found a way to return to his original body, or that Molly's body has a new occupant.

Molly's seeming resurrection is one of the biggest twists of the series and seems to be pushing the game towards even bigger threats and adventures. With the Eyes of Nine looming in the background, we could be heading towards another an epic storyline centered around the only Critical Role PC who died in the middle of a campaign and wasn't brought back to finish his story.


New episodes of Critical Role air every Thursday at 7 PM PT. Episodes are also posted VOD on YouTube on Mondays.


Permadeath and D&D: The pain of losing a character, and why it can be great

Spoiler warning

This article covers the events of Critical Role Campaign 2 episode 26 and beyond.

With a cast of professional actors flitting in and out of character during lengthy D&D livestreams, Critical Role is prone to ambiguity. Viewers can't always distinguish between in-character emotions and real ones, which in one case led some fans to believe that two players were actually arguing over a magic bowl (they weren't). But when player Taliesin Jaffe excused himself from the room during an episode, that ambiguity fled from the table for the first time in the campaign. There was no roleplaying for him to do, because his character was dead.

Twitch chat was inconsolable. A scripted show would probably not have casually rolled Jaffe's character, a carnival performer named Mollymauk and a favorite subject of cosplayers and fan artists, into a shallow grave just 26 episodes in. And neither would that show include a scene in which the actor is told they've been written off. (Jaffe has since returned with a new character, of course.) 

It was heartbreaking, but chance is partly what makes Critical Role and other tabletop gaming shows alluring. When the livestream begins every Thursday evening, not even many-voiced dungeon master Matthew Mercer (who you may recognize as the voice of Overwatch's McCree, for one) knows precisely where the adventure will go, or if everyone will survive.

I spoke with Mercer and Jaffe over Skype about what it's like to die (and tell someone they've died), how they handle permadeath in their D&D games, and what advice they have for others who want (or don't want) to deal with death in tabletop roleplaying games.

What it feels like to kill and die (but pretend)

I can only think of two reasons one might have to inform someone that they're dead: either you're Charon, ferryman of Hades, or you're a DM. While it's part of the game in D&D (at least if the group allows it to be), there's no inherent joy in telling a player that a character they've spent months or even years developing is gone, and that until they're resurrected or return with a new character, the game is over for them.

It's an intense feeling, but not an uncomfortable one.

Mercer and Jaffe's friendship wasn't going to suffer over dice rolls, but Mercer says he did feel guilty narrating Molly's death, which came after a series of unfortunate rolls during a planned but nevertheless dangerous assault based on shoddy information. Jaffe had been playing Molly every week (except one) since early January, when Critical Role's second campaign began. Prior to that, he'd been thinking about the character for a year and a half, composing a personality based on real people he's known, including some who have died. In narrative-heavy campaigns like Critical Role's, characters are more than stats, and Mollymauk was an extension of Jaffe's experiences and values.

"The first few times I had [a character die], it was in shorter games in high school so they were less sophisticated," says Jaffe. "And eventually once I started playing with people who were really getting their storytelling chops out, and it became less of a math game and more of a storytelling game, it got a little heavier."

"It's an intense feeling, but not an uncomfortable one," he says. "Having a bit of real death in one's reality, especially people closer to your age, you begin to learn what that process feels like for you. It's interesting." 

The good thing about fictional characters, says Jaffe, is that they don't really die—Molly lives on in his head. For Mercer's part, he's dedicated to checking in with players and treating their emotions seriously. It may be a game, but D&D is a heavy commitment. Inhabiting a character for hours every week—and bonding with friends through them—is not nothing. 

But despite his own grief over ending a character whose adventures he'd been narrating for months, letting Mollymauk live by way of some magical intervention wouldn't have been conducive to the kinds of stories he and the players are after—stories with risk, loss, and change, where the narrative is unbound by computer programming or the predetermined future of a script.

Should your D&D game include permadeath?

At higher levels, it becomes tough to really die in vanilla D&D 5e, so long as your party is prepared to bring you back from the dead. But a DM and party who want to incorporate more risk can tweak the rules however they like to make death come easier, or resurrections more difficult. Why do it, though? Jaffe was clearly upset in the moment, the other players were near-speechless, the Critical Role viewers were upset, and Mercer's narration of the death didn't exude 'fun.'

I would never have guessed circumstances would allow them to be this utterly loathed, and that's weirdly delicious.

It's appropriate that one of Mercer's favorite videogames is Darkest Dungeon, a merciless adventure which is pleased to eviscerate your best-trained fighters. But how often in a videogame do you get to witness your friends say a few words over your corpse, or come back in a new form to find them mourning you? Permadeath in videogames typically means that a party character—someone you wouldn't consider 'yourself,' such as an XCOM soldier—has died, or that the game is over and you've got to restart. It can be a big deal, but I've yet to play a digital game in which death is as consequential as it can be in a tabletop roleplaying session.

For starters, the killing created the campaign's greatest villain so far. They became someone the players, their characters, and the audience all had an uncomplicated reason to despise, aligning fiction with meta-fiction. 

"I designed [the villain] to be a really hateful character," says Mercer, "but I would never have guessed circumstances would allow them to be this utterly loathed, and that's weirdly delicious. It's one of the positive benefits of this scenario, if there are any to take out of it through all the grief and sadness and emotional turmoil that comes through the loss of this character."

Having a vicious temporary villain was a boon to Critical Role's story, which had until that point primarily consisted of odd jobs and hints of evils we'll get to later. On top of that, the crisis of permanent loss is an obvious catalyst for character development. Mercer has been thrilled by the improvisational acting that resulted from Molly's death. 

"This group of morally-dubious fuck-ups," he begins, "seeing their characters change, their morals shift, their focus and priorities realign based on their memory of this person who had changed their life in ways they thought were insignificant, but now that they're gone, they realize are much more impactful. It's such beautiful storytelling that none of us could have anticipated, and that's kind of the thrill of Dungeons & Dragons and the thrill of this campaign for us." 

The players are now doing recon missions, and they're gathering intel on what they're up against, and it's been kind of a cool change in tactics based on how they've been playing up to this point.

I ask Jaffe how it felt to watch his own funeral during the next session. "I had hopes," he says, "and it's interesting to watch your friends [react]. You don't have a conversation with them about it, and to have hopes of what you're going to see and then to get to see it … It was the impact I was hoping to have on the group, and it was nice to know I had it without having to feed it to my friends, which you never want to do."

Molly's death changed how the players play, too, as well as how their play is interpreted. Recklessness now indicates that a player is dead certain their character would behave recklessly in a given situation, whereas when mortality hadn't been directly experienced, risky playfulness didn't feel nearly as bold. Every encounter is heightened, and as a viewer it's been fun to watch the party fumble through its newfound sense of fear and caution, balancing hesitation with a desire to act—it looks fun to play, as well.

"Sometimes, especially when you're used to your actions in the game not having any serious weight, scenarios like this can help remind players, and me as well, that a little bit of intel, a little bit of additional research, a little bit of acquisition of information beyond what you currently know could aid those elements of survival," says Mercer. "And when things begin to turn, or surprises show up in the game, things that you weren't able to ascertain, not every battle should be fought to its bitter end. Sometimes it's better to flee, take the knowledge you've learned and then come back later with better preparation, and we're starting to see that in the episodes since it happened. The players are now doing recon missions, and they're gathering intel on what they're up against, and it's been kind of a cool change in tactics based on how they've been playing up to this point. It's been a really exciting thing to watch from my standpoint."

"Now they're playing smart," says Jaffe.

When should you kill a player character?

Death can be a radical twist that challenges both players and the DM, but an obvious bit of advice: Before you stick a halberd through someone's chest, make sure your players are OK with dying, and warn them of the risk often. Mercer says he reminded the party multiple times that, while they were practically "demigods" in their previous campaign, death was a real possibility in the new campaign with low-level characters. "And like good players, we all went 'yeah, yeah, yeah, sure, sure,' and then didn't work out a replacement character at all because we're gods," says Jaffe, laughing.

Even if everyone's on board, though, when should the DM make the killing blow? When Molly fell unconscious next to the party's future villain, Mercer hardly hesitated before narrating the consequences, despite there being a good deal to consider. Would the villain kill someone who's unable to fight back? It turned out yes. But on top of that, the team was playing with guest star Ashly Burch, as two regular players were away for personal reasons. They had no healer. Curious if he sometimes muddles the numbers behind his DM screen, I ask Mercer how much he values consistency over forgiving bad rolls when a bit of clever roleplaying turns fatal, a joke goes bad, or variables outside of the game create imbalances.

"It is kind of a dance," says Mercer. "For me, if I know the stakes coming are pretty serious, then I'll do my best to insinuate how serious the stakes are. And if a player is treating it flippantly, then I will allow them to continue to do so, but will also reiterate that your actions in this situation might lead to dire consequences. I'll try and subtly put that in there, but ultimately it's still the player, it's up to what they do."

Playing for an audience

Twitch chat makes an effort to psychically influence Critical Role as it happens, and I wondered if the pressure of all those eyes is felt by Mercer and crew as they play. "Only after the fact," says Jaffe. "I can't think about what's happening outside the game during the game at all. And then, once I'm out of the room, I'm like, 'Oh man, I don't even want to look at Twitter for a week.'"

"Yeah, we've done a very good job from the very beginning to try to insulate our game experience from the larger entertainment scope when we're at the table," says Mercer. "There are cameras there, but we've gotten used to it, and it's still just us at the table interacting with each other and playing the game and telling the story for each other. So in those moments, yeah, we're not even thinking about the wider ripples of how this will affect people. We're thinking about how it'll affect those at the table."

It's important to Mercer that the group never feels pressured to change the way they play based on how viewers respond, but he says they do have a responsibility to check in with fans, "helping those we can help," and being understanding even with those who take out anger on him. (Unless they direct their anger at someone else in the community, in which case he's "protective as shit.")

And just because death is possible doesn't mean it always needs to be permanent. Anything can happen (it's imagination land, you know). Mercer says his decisions follow a simple rule: Do what will make the game fun.

"Ultimately, the point of Dungeons & Dragons is for everyone to have a good time, for everyone to have fun and feel fulfilled at the end of their experience," he says. "If the party wants to play a super hardcore nightmare-mode Diablo-style game, then that's fine. But more often than not, people are invested in their characters and the long-form narrative, invested in the challenges before them and their character growth. If the rules of death begin to negatively impact that experience, then you need to think from a dungeon master standpoint what's more important to you: sticking stringently to the rules, or your players having a good time."

Mercer notes that a character's death can come from his own bad planning just as it can come from a player's risky decisions, and regardless of how it happens, if it "doesn't feel narratively fulfilling" or generally isn't fun, he says he'd likely adapt the campaign's future and relax on the 'perma' part of the deal. Were the worst to happen in one of his campaigns—a total party wipe—he has a few ideas about how he'd handle it. 

"I would consider creative ways to give them the opportunity for a few of [the characters] to come back," says Mercer, "whether that be the classic hero spirits climbing back from the underworld to return, or everyone creates a new party of adventurers that are now tasked to recover the corpses of the last party, or having a whole adventure that is in the afterlife and them trying to prove themselves worthy of resurrection to a god. You know, there are many ways to complete the narrative and give them the opportunity to return if things go bad without having to bend the scenario in the moment where it seems like a deus ex machina manages to prevent them from suffering the consequences."

Being a DM is hard (I've tried it, and it was hard). There's tons of valuable advice for new game runners out there, but Mercer's view on death (which isn't unique but well-put), offers a good guiding principle: Maintain consistency in the moment, but adapt the story in the long term to keep it fun. If your players can handle loss and it makes the game better, which it may have in Critical Role's case (as much as fans mourned the jaunty tiefling they'd just begun to know), then take it from there. If it makes the game worse, or unfun for a certain player, then send the rules to hell instead and find a creative way to build a future that's fun for everyone.

Critical Role airs Thursdays at 7 pm Pacific on Twitch, and past episodes are available for Twitch subscribers and on YouTube.

Tyler has spent over 1,200 hours playing Rocket League, and slightly fewer nitpicking the PC Gamer style guide. His primary news beat is game stores: Steam, Epic, and whatever launcher squeezes into our taskbars next.

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Mollymauk Tealeaf


Molly, Esma, Lucien, The Nonagon, The Ice Spinner

Gender IdentitySexual Identity


Unnamed man (hook up)
Unnamed woman (hook up)

Portrayed by

Taliesin Jaffe

Sam“The girls and the boys. And whatever Molly is.”
Taliesin (as Molly)“Fabulous.”
―A Show of Scruntity[1]

Mollymauk Tealeaf is a bisexual genderfluid character from Critical Role.


This section is in need of major improvement. Please help improve this article by editing it.

Molly was "born" after he crawled out of a grave two years before meeting the rest of the Mighty Nein. He was found by Gustav's carnival muttering the words "empty". Gustav forged fake documents and used the word as his initials "M. T." which Gustav thought were significant or somehow connected to his name.


Molly is a purple tiefling with jeweled horns and scars along his chest. He has blood red eyes, and has several that are along his body. He covers most of them with tattoos, including a peacock one that spreads along his neck.


This section is in need of major improvement. Please help improve this article by editing it.

Molly is extremely charismatic and chooses to live life to the fullest. Molly was commonly described as ostentatious, and a pretentious asshole, specifically by Beau.


This section is in need of major improvement. Please help improve this article by editing it.

Molly was believed to be not straight from his introduction alone. He was later confirmed to be multi-gendered attraction when he had a threesome with a man and a woman, and confirmed bi, by Matt Mercer via Twitch stream.


This section is in need of major improvement. Please help improve this article by editing it.


Taliesin hinted that Molly wasn't cis, during the first Talks episode of campaign two, when he said that Molly wouldn't care about pronouns. Matt later described him as "hard to make out genderwise", and confirmed in a twitch stream that Molly was genderfluid.


This section is in need of major improvement. Please help improve this article by editing it.


“I am your god! Long may I reign!”
— Mollymauk Tealeaf
“Well, fuck you too!”
— Molly's final thought


According to Taliesin, Molly found most of the Mighty Nein attractive in some way[2].


See Also

Mollymauk Tealeaf




Characters / Critical Role Mollymauk Tealeaf

Main Character Index / Dungeon Master
Tal'Dorei (Campaign 1): Vox Machina (Grog | Keyleth | Percival | Pike | Scanlan | Taryon | Tiberius | Vax'ildan | Vex'ahlia)
Guest Party Members | Allies and Other Characters (Empire/Republic of Tal'Dorei) | Villains
Wildemount (Campaign 2): The Mighty Nein (Beau | Caduceus | Caleb | Fjord | Jester | Molly | Nott | Yasha)
Guest Party Members | Allies and Other Characters (Dwendalian Empire | Xhorhas) | Villains
The Setting Of Exandria: Gods | Historical Figures
One-Shots (Exclusive): One-Shot Characters (Exclusive) | The Darrington Brigade
Exandria Unlimited: The Crown Keepers

Mollymauk "Molly" Tealeaf/Kingsley "King" Tealeaf

Played by: Taliesin Jaffe

"Be the chaos you want to see in the world."

Race: Devil's Tongue Tiefling

Class: Blood Hunter (Order of the Ghostslayer)

A flamboyant tiefling blood hunter who is introduced as a traveling circus performer and con-man. He presents himself as a charismatic and suave showman with a knack for fortune telling, but displays an unusual amount of knowledge about how to hunt and slay demonic creatures.

This page covers tropes pertaining to Mollymauk and Kingsley. For tropes pertaining to Lucien/The Nonagon, see his entry over on the Wildemount Villains page.

    open/close all folders 

    Tropes A - H 

  • Agent Peacock: To a glorious degree. Molly's general color palette is similar to a peacock, his horns are bedazzled and decorated, and he even has a tattoo of a peacock. However, he proves very capable in a fight.
  • Amnesiac Dissonance: See Amnesiac Hero below. Molly doesn't remember his life before being buried in the ground and doesn't care for the person he was beforehand. As revealed in episode 111, Lucien, his past self, is a very different person.
  • Amnesiac Hero: Molly claims that he's been with the circus as long as he can remember, and Toya tells Jester and Nott that he joined them two years ago. When he gains the ability to use Cleansing Rite, Matt describes it as something clicking in his memory and recognizing the ability, implying that he had forgotten it until just then. A similar description is used earlier when Molly tries an Intelligence check to identify the devil toad, to the point once the name of the being is mentioned, something clicks in the back of his mind. It's confirmed in Episode 14, when Molly tells the Nein that he woke up one day buried under the earth, with no memory of who he was. Played with in Episode 140 after Caduceus uses Divine Intervention and manages to bring Molly back, he appears to have no memories of himself, but seems to somewhat recognize the Nein.
  • Amazing Technicolor Population: Purple is a very rare skin color for tieflings to have, and the fact that he's in a party with Jester, a blue tiefling, only makes his rarity stick out all the more.
  • And I Must Scream: Matt confirmed via Kingsley's post-campaign nightmares that, much like Yasha, he was concious and Fighting from the Inside during the Nein's fight with Lucien.
  • An Ice Person: Using Rite of the Frozen, Molly can imbue his scimitars with the ability to inflict ice damage, though at the cost of some of his health.
  • Awesome, but Impractical: His dual wielding style along with his blood hunting abilities mean that Molly has the potential to do a lot of damage, but in order to get the best out of it he has to handicap himself for at least two turns and lose 2-8 health for the rest of the battle. His low defenses and other abilities that require losing health don't do him any favors either.
  • Back from the Dead:
    • Subverted. His previous identity was gone, whether through amnesia or something more thorough, but his body was alive again.
    • Later played straight in Episode 111, where we find that he has somehow returned, albeit as his previous identity of Lucien.
    • After Lucien, his prior identity returned again, is defeated as the final boss of the campaign in Episode 140, the Mighty Nein attempt a resurrection ritual for Molly, which unfortunately fails. However, Caduceus is able to use Divine Intervention to have the Wildmother bring him back, and so Molly is finally returned to life again, over one hundred episodes after his untimely death in Episode 26.
  • Badass Boast: When using Vicious Mockery, he tends to make rather ominous and vicious ones, a far cry from his usual suave and fancy demeanor.

    Mollymauk: Nothing but death awaits you!

  • Black Speech: Mollymauk speaks Infernal, which he uses to threaten people when using Vicious Mockery. According to Taliesin, he'd say whatever he wanted in Infernal and still get the same effect because it's the language itself that scares people, but because Jester can also speak it, he makes the effort to come up with something intimidating.
  • Book Dumb: Taliesin has said that Molly is "just barely literate" and has never read a book and doesn't care to.
  • Buried Alive: Played with. He wasn't alive when he was buried—or at least, his compatriots couldn't detect any signs of life from him—but then he woke up underground later with none of his memories.
  • Cast from Hit Points: A feature of the Blood Hunter class, Molly can cut himself with his scimitars to coat them in ice or use a Blood Maledict to temporarily blind his foes. In a fit of Irony, a Blood Maledict is directly responsible for his death in Episode 26.
  • Character Alignment: DefiedIn-Universe as per Taliesin in the Campaign 2 wrap-up. Molly was partially created out of a desire to create a character with no alignment at all. This doesn't mean True Neutral, it literally means no alignment whatsoever, and any magical items or effects that check for specific alignments would simply fail to work on him.
  • Charm Person: Molly is a “Devil’s Tongue” tiefling, which means his bloodline gives him access to magic focused around enchantment and manipulation (as opposed to more traditional infernal magicks like Thaumaturgy and Hellish Rebuke), including the spell that lends this trope its name.
  • Consummate Liar: He tells other group members he's been a part of the circus as long as he can remember and allows them to think he means his whole life, but Toya tells Nott and Jester during their investigation that Molly joined the circus about two years ago and was completely nonverbal. When asked for his backstory, Molly gives Fjord a fanciful tale about being a descendant of a royal family who served an ice demon who lived in a volcano; Fjord sees right through it without issue. Later he admits he was lying and gives a different backstory, which no one even bothers to insight check now that they believe he's lying anyway. When his real backstory comes up, he admits he is this.

    Mollymauk: Never trust the truth. The truth is vicious. The truth thinks you owe it something. None of that. I like my bullshit. It's good. It's happy. It makes other people happy.
    Nott: But it's not who you are.
    Mollymauk: It is exactly who I am.
    Nott: If you always lie and bullshit, how are we ever going to believe you?
    Mollymauk:Because I always lie and bullshit.

  • Cool Sword: In episode 22 he obtains Summer's Dance, a beautiful golden scimitar with jewels inlaid in the hilt. Not only is it more deadly than his previous main hand scimitar, but it also allows him to use Misty Step to teleport both into and away from combat.
  • Covered with Scars: Has numerous small scars across his chest where he's drawn his own blood to fuel his Blood Hunter powers.
  • Damage Reduction: Has Hellish Resistance as a tiefling, which equates to resistance against fire damage.
  • Deadpan Snarker: Ruthlessly snarks at the guards who detain the party and the circus performers after the attack on the circus. This ultimately leads to his boss's attempt to say he's not a member of the circus to fall flat.
  • Death of Personality: It is implied that it happened to Mollymauk when he got resurrected for the second time. Even though the scrying shows that his body is alive and well, his mannerisms suggest that the person who the Mighty Nein used to know is gone. Lucien himself confirms it in Episode 117: Mollymauk was a fragment of Lucien's soul powerful enough to take control over his body after the rest of it was scattered. Now that the original soul is whole again Molly just came back to be a part of Lucien's personality, or at least this is what Lucien thinks about the matter. Progressively downplayed following Episode 136. Molly was revealed to be still within Lucien and subtly influencing his behavior. ex: Lucien delaying killing the Nein when he ruthlessly executed many others in his path, certain words triggering twitches and confusion, ect. In the final fight, calling out to him and passing a high enough persuasion roll allows him to rob Lucien of his Legendary Actions.
  • Decomposite Character: Both Laura and Taliesin had the idea for a lavender-skinned tiefling with a sickle. They agreed that Jester would keep the weapon and Molly would keep the peculiar skin tone.
  • Defiant to the End: As Mollymauk is killed by Lorenzo, leader of the Iron Shepherds, Matt asks if he has any final words to say. Molly's only reaction is to spit blood in Lorenzo's face.
  • Dies Wide Open: Taliesin specifies that Molly's eyes remain open after Lorenzo's second, fatal blow.
  • Didn't Think This Through: After the fighting ends in the first episode, he makes a sarcastic comment to the Crownsguard about how the circus was planning on causing a Zombie Apocalypse, only to then have to roll a deception check to make the guards think he isn't part of the circus. Due to his sarcastic comment before, he ends up having to roll with disadvantage, failing to convince them as a result, and getting himself caught into trouble.
  • Dual Wielding: Uses two scimitars.
  • Due to the Dead: Unlike Molly and Lucien before him, Kingsley does actually have an interest in learning about who used to inhabit his body, though he spends some time figuring out who he is now first. He decides to consider Molly his brother, and keeps his last name. Eventually, he memorializes him by naming his stolen pirate ship "The Mollymauk."
  • Everyone Has Standards: Molly clearly believes in the concept of "being fair" to some extent. This can be seen in Episode 8 when Molly secretly pays the people of Alfield for the free drinks they are buying him and the party, and when he spares the bandits that attacked the party at night, even gifting each one of them a gold piece before sending them on their way. In addition, while he generally has no issues with theft (especially if the victims are deserving of it), he is against the Mighty Nein stealing amongst themselves. This is why he helps Fjord with catching Nott in the act, though part of it was also for his own amusement.
  • Forgotten Fallen Friend: Averted. Neither the Nein nor the audience have forgotten him. They still have some of his belongings, and Beau got a tattoo based off of one of his tarot cards. His belief that they should "leave every place better than you found it" has practically become the Nein's - and particularly Beau's - guiding philosophy.
  • Four Is Death: He deals four damage to himself on his final Blood Maledict, wiping out his final four health, then takes four instantly-failed death saving throws for his true death.
  • Gender-Blender Name: He's usually referred to as "Molly". Justified, in that he's genderfluid.
  • Glass Cannon: Due to Blood Hunters dealing damage to themselves to use their abilities, Molly is fairly fragile, but can deal a lot of damage in a single round of combat with just his normal melee attacks.
  • Hate at First Sight: According to Taliesin, Molly instinctively took a dislike to Beau upon first meeting her, a feeling that is entirely mutual, leading to the two frequently taking jabs at one other. Despite this, Beau is affected the most after Yasha by his death, and affected for the longest.
  • Hoist by His Own Petard: A rare heroic example, as his death came about due to him trying to use one of his blood maledict abilities to give Lorenzo disadvantage, but he ended up taking max damage from using it, knocking him out and making it all the easier for Lorenzo to finish him off.
  • Horned Humanoid: He's got a pair of curled goat-like horns which he's bedazzled with various chains, baubles and bits of jewelry.
  • Hunter of Monsters: Blood Hunters are generally monster hunters who go to the extremes to be able to hunt down and fight evil. Lucien did belong to the Claret Orders, before Molly claimed his body.

    Tropes I - P 

  • I Have Many Names: Currently sticks to just Molly, but in his previous life, he was known as Lucien, the Nonagon and potentially other aliases. After he gets resurrected again in Episode 140 he decides to change his name into Kingsley "King" Tealeaf because he thought the name Mollymaukwas too silly.
  • I Need a Freaking Drink: Kingsley comes upon the Nein after Trent's assault on the Clay's grove, and is understandably confused and shocked at these people whom he hardly knows appearing to have nearly destroyed an entire area while he was out. He then gives up trying to process the whole thing and grumbles that he needs a drink as he searches the Clay's home for some alcohol. He comes out emptyhanded, prompting Veth to gift him her flask.
  • I Shall Taunt You: He can use Vicious Mockery, and uses it very often.
  • Jerk with a Heart of Gold: Molly is shifty, deceitful, and sarcastic, but he clearly cares for his compatriots both at the circus and in the party; he even spares a gang of bandits who foolishly ambushed the party in Episode 8. He's also very sympathetic to the plight of the poor, encouraging Nott to give them a pass and to steal only from "grumpy" people - that is, the wealthy, and Beau.
  • Killed Off for Real: Zigzagged. He was killed by Lorenzo in episode 26, and despite his backstory, it was generally assumed he was dead for good due to the low level of the party and the subsequent lack of options to perform a resurrection. However, when the party returned to his grave in episode 111, they found it empty, suggesting that Molly could possibly be alive again, in some form. Their hopes were squashed when they caught up with him in Eiselcross, and learned that it was not Molly, but Lucien who was brought back, who himself is very insistent that That Man Is Dead, assuming he'd ever existed in the first place. Lucien's actions and behaviors suggest otherwise though, and during the final battle it becomes clear that some piece of Molly still exists inside Lucien. The party is ultimately able to bring him back by defeating Lucien and performing a successful resurrection ritual (thanks to Divine Intervention by Caduceus). Even then, Molly also insists That Man Is Dead, if only because he can't remember anything about who he was before his resurrection, taking on the name "Kingsley" instead.
  • Large Ham: Comes with the territory of being a circus promoter, but best seen when he pretends to be sick to infiltrate an infirmary in Episode 12. When he's told to "make a scene", he goes all in.
  • Light 'em Up: Upon taking the subclass of Order of the Ghostslayer at Level 3, he gains the ability Cleansing Rite, which lets him add radiant damage to his weapons through Rite of the Dawn.
  • Master of Disguise: He owns a disguise kit and can do a convincing job of making himself appear human.
  • Meaningful Name:
    • He's a fortune-teller (or claims to be) and his last name is Tealeaf. The study of tea leaves, called tasseography, is a traditional form of divination dating to the Middle Ages. In the past he apparently went by "the Nonagon," meaning an object with nine sides. Matt claims he had chosen the name at the beginning of the campaign and its meaning is purely a coincidence.
    • "Molly" is an old slang termnote  or slur - it's a feminizing term similar to the modern "sissy" and that meaning can still be found in phrases like "don't mollycoddle the boy". Originally, "molly" was a slang word for "prostitute" (see the erotic book Moll Flanders from that same period, or the 1920s term "ganster moll"); just like "gay" originally comes from "gay woman" as a euphemism for a prostitute, i.e. a woman who has more fun than she should have according to the moral guardians of the time. for queer men and male-bodied genderqueer people, and a "molly house" was a (very illegal) club / brothel for queer male patrons in 18th and 19th century Britain - often with the hosts / sex workers dressing up in drag (due to heteronormative ideas of what relationships should look like), but these meeting places would also provide a safe space for genderqueer patrons to dress up and behave like they want but can't in their everyday lives. Also, apparently there were a lot of gender-crossing rituals (like marriage ceremonies and "mock-births") performed in this subculture. Given Taliesin's gothnessnote  (Molly houses often feature in modern media with a gothic or "demimonde" type Victorian setting, e.g. Dracula and Jack the Ripper adaptations, Penny Dreadful, Ripper Street, as well as the earlier-set series Harlots.) and the level of research he put into the setting of the Call of Cthulhu one-shot, it's a pretty safe bet that he knew this when he created the character with a name that would naturally be abbreviated to "Molly".
    • "Molly" has also become an American slang term for the party drug Ecstasy in the 2010s. Taliesin lets slip in the Monsterhearts one-shot that he knows quite a lot about such party drugs...
    • In-universe, he chose his name based on having the initials "M.T." because they sounded like the word "empty," which was all that he could say for some time after coming Back from the Dead.
  • Meaningful Rename: When a resurrected Molly is trying to think of a name for himself the others talk about how he once convinced a town he was royalty. He decides to go by the name of Kingsley Tealeaf.
  • Multiple-Choice Past: He's given two different explanations of his past, one of which was confirmed by an Insight check to be complete bullshit, and the other was automatically disbelieved by the party. Justified by the fact that he doesn't know what the truth is himself.
  • Mundane Utility: As is revealed in Episode 24, his Blood Maledict, which is typically used to curse people with a variety of blood-related effects, can be used to sober up drunk people in an instant by clearing the alcohol out of their blood.
  • Mysterious Past: Officially has one of these: according to Toya, he showed up at the circus two years ago, completely nonverbal, and was taken in as a result. He also tries to hide his past, giving Fjord a completely bullshit story about his origins when asked. Following the encounter with Cree in Episode 14, Molly explains that he woke up buried underground two years ago and remembers very little of his previous life, when he was known as Lucien and part of a group called the Tomb Takers.
  • Odd Friendship: With Yasha; they could not possibly be more different, but seem quite amicable. When Yasha decides not to travel with the party, it’s Molly who extends an invitation for her to join up later. Also, they are a tieflingnote Fiendtouched, aka tied to devils or demons and an aasimarnote celestialtouched, aka tied to angels respectively. Even after he's brought back, his first reaction to seeing Yasha is calling her "Love".
  • One-Word Vocabulary: When he's successfully brought back to life in Episode 140, he can only speak one word at a time, each of which is the name of a tarot card. This lasts until Jester casts Greater Restoration on him, which restores his ability to speak normally.
  • Ooh, Me Accent's Slipping: He tends to teeter into and out of something vaguely Irish. Humorously, his accent becomes more consistent and convincingly Irish after Matthew Mercer takes over playing him. Taliesin lampshades this when he plays Molly again in Episode 140.
  • Phony Psychic: Possibly. He gives Jester a reading that is definitely based around giving her vague answers that could mean anything, and Caleb's Detect Magic catches nothing. However, he later shows her two cards, the Moon and the Shadow, with the air of giving her something that definitively means something, and she seems to have at least some idea of their importance. It gets more mysterious in Episode 14, when he reveals that while he usually just perceives people's tells and tells them what they want to hear, he does sometimes get a "tickle" in his mind that points his intuition.note Even the vague answer he gives Jester regarding her search for her father, "You've already found the clue you need..." takes on a deeper level in that Beau would later steal a letter which contained the first mention of The Gentleman in the campaign.
  • Promotion to Opening Titles: Starting from episode 112 he is one of the prominent characters featured in the Dungeon Master's book. Also, his Grave-Marking Scene cameo gets an upgrade where the snow disappears to become muddy terrain, and the coat falls from the pole after that the raven flies away to symbolize his return to life.

    Tropes Q - Z 

  • Real Men Hate Affection: Pointedly averted; despite his secretiveness, Molly openly and easily shows concern and affection towards those he cares about, attempting to console Toya following the death of Kylre, giving the Knot Sisters a kiss on the head after they defend him from Beau, and later giving Caleb a forehead kiss in an attempt to bring him back from a panic attack.
  • Red Eyes, Take Warning: His are bright red, and a number of his supernatural abilities rely on making eye contact with his opponent.
  • Sacrificial Lion: Absolutely nothing in the campaign has changed the game in the way Molly's murder at the hands of Lorenzo changed it.
  • Semi-Divine: Being a tiefling, Mollymauk has fiendish ancestry.
  • Significant Monogram: When he was first found by Gustav, Molly kept repeating "empty" to himself, but Gustav interpreted it as the monogram MT. This served as an inspiration for Gustav when he forged papers for the tiefling, naming him Mollymauk Tealeaf.
  • Sitcom Arch-Nemesis: He is one of these to Beau - the two absolutely despise each other from the moment they meet, and Molly takes evident amusement in pushing her buttons wherever he can. After his death, however, Beau starts to reevaluate her opinion of him, and even starts trying to live life in accordance with his philosophies.
  • Small Role, Big Impact: While he died relatively early on in the series, Molly and his philosophy of "Leave every place better than how you found it" left an impact on the party that becomes more pronounced the more involved they become in the affairs of the Empire and beyond. The unsolved mystery surrounding his nine eye-shaped tattoos also comes to the fore following the events on Rumblecusp, as the Nein have a vision of an organic floating city, traversing the Astral Sea and having something to do with "the Eyes of Nine."
  • Spell Blade: His skills as a Blood Hunter included applying "rites" to his blades. He starts with Rite of the Frozen, and learns Rite of the Dawn at level 3.
  • Spell My Name with a "The": One of his various previous names was "the Nonagon," which seems to indicate that it was some kind of title, which is confirmed in Episode 114.
  • Split-Personality Takeover: A possible explanation for Molly's existence, if Lucien is to be believed. When Vess DeRogna shattered Lucien's soul a fragment was left behind, one that ultimately grew into the individual known as Mollymauk Tealeaf. When Molly was killed, that piece was subsumed by the whole, leading to Lucien's eventual revival. Maybe.
  • That Man Is Dead:
    • Molly views himself as entirely separate from Lucien, and is absolutely against learning more about him and who he was. In a first for this trope, episode 114 cements the fact that the feeling is mutual.
    • Downplayed with regard to Kingsley. While he shares many mannerisms and shows an interest in knowing who he was, Kingsley still sees himself as being a different person from Molly. Unlike the hatred between Lucien and Molly, though, Kingsley considers him to be a brother of sorts.
  • The Friend Nobody Likes: Not really, but he uses this as an excuse when the Crick soldier in the sewers of Zadash takes him hostage: nobody else of the Mighty Nein would care about him getting killed since they don't like him any way, so why bother to threaten him?
  • Walking Spoiler: On several levels:
    • Molly's dubious honor of being the first PC to permanently die mid-campaign means that any discussion of the Eyes of Nine plotline cannot be had without the knowledge that he was killed in episode 26, and was later revived - at least physically - by his old companions, the Tomb Takers.
      • By extension, any discussion of that arc also can't be had without the knowledge that Molly was not the original inhabitant of his own body, with the body originally belonging to Lucien, with Mollymauk being a sliver of Lucien's fractured soul.
    • Finally, Kingsley's very existence is a massive spoiler, given that knowledge of his existence means knowing that Mollymauk died, was resurrected in his original form as Lucien, who was then killed by the Mighty Nein before Caduceus brought him back, seemingly restored to Molly before it is revealed that this is in fact a third person, seperate entirely from both Lucien and Molly.
  • Whip It Good: Kingsley's main weapon (at least initially) is a whip called the Inescapable Lash, which Jester gave to him.
  • You Are Worth Hell: The Nein go through great lengths to try and call out to Molly even though Lucien insists that part of him is gone. After defeating Lucien, the Nein manage to retrieve Molly's body and when Essek asks if all they went through was worth bringing Molly back, Caleb simply replies that "Once you're in the Nein, you're in."

Critical role molly

How can you caress me during the day and caress Vaska in the evening. -It's that hint of depravity :. Although: yes. I want both you and Vasya. Vasya because he demands, I cannot deny directly.

Critrole Animatic: Molly Knew Things [EP 89]

Most of the girls have long been fond of erotic enemas, and such an offer sounded very attractive to them, but. Today there were new people in the company who had not tried this fun before. - Where are we going. Irishka asked, Yulka's parents are at home, I have the same. - Let's go to my place.

Now discussing:

With this wealth I go into the room and the following picture opens up to my eyes (I describe from memory): first I saw her pink heels, then from the. Heels to the veins there were white pajama pants, then Inga's white thighs appeared to my eyes, then I saw pink buttocks with sticking out hairs from the hole (she slightly parted her legs, so the hair was clearly visible).

Inga lay with a pillow under her stomach, the top of her pajamas was pulled up to her chest. She put her hands under her chin. She turned around and smiled slyly with straight white teeth and blue eyes.

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