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The wick? Huh?
Ah, okay. Did I miss anything important by him not making it?
I will next run - thanks!
I will note that enemies on higher difficulties instantly target the barrels. My Tav went first and I misty stepped to Volo, thought I moved the barrels far enough away and was like - we can dimension door next turn!
Nope.
Very next enemy blew the barrels and Volo to pieces. Sometimes all you can do on an honour run is salute and move on.
What did I miss now he's dead?
(If a certain NPC is dead before arrive to that area, Volo will still be tied up but there will be no thugs and you can start the fire yourself instead. Stand back, or nearby NPCs will know it was you and yell, "Stop that!" when Volo dies and lower their affinity for you.)
Spoilers.
Volo in Act 3 can give you a book of "tips" for fighting Orin. It's pretty useless, and there are better guides at the WIki. "LOL".
Other than that, he can give you a mild buff for the endgame. Fun fact: Volo's Guide to Monsters is actually a real physical sourcebook.
So, it's not that important, from my POV.
Maybe create water the wick? I literally had 1 character action before they blew the barrels, not even a full round, but I was playing on honour. On lower difficulties that's how I've saved him.
Be sure to use the Help action on Volo. (On controller, it is the default action when highlighting him. I don't know about keyboard/mouse.) He can't do anything when he's tied up and you can't do anything for him while he's tied up. The Help action unties him.
Fluff and roleplay. No real bonuses.