Viper Temple
One of Many
Remember when One of Many appears as a special encounter on the Overland Map during Act I? Now I go to where he previously appeared, and humour him with a little dialogue. I inevitably attack it, and it is much easier now. It can still call on Barbarian and Rogue and Warlock abilities, just like in Mask of the Betrayer. I can nonetheless wear it down with physical attacks.
It leaves behind a helmet called The Imarkskarcana (spell resistance 26, Legend Lore (5) 1 / day, True Seeing (9) 1 / day, Gate (17) 1 / day, Lore +10), which will be Vandala's helmet for the rest of the game. Her having this helmet is partly out of default, since other characters have different helmets according to their different development plans. The spell resistance is certainly nice, as are the spell-like powers that she would not normally have access to as a Warlock that increase her versatility, and are renewable upon resting.
**Evil** If an evil character is in the party, the party will then have the option of feeding cohorts to One of Many. Simply bring a cohort into your party that you consider expendable, and feed that cohort to One of Many for xp. In fact, feeding a cohort to One of Many will be worth 1,000gp for every level attained by the cohort, although it is split amongst the other characters in the party.
In fact, this can making reach the epic levels significantly easier for an evil party than a good party. Grind it out until your main party members reach about 20th level or so. Bring a cohort into your party. Pay Daerred the gold needed to level up that cohort. Feed the cohort to One of Many for 5,000xp for each main party member. Repeat for each cohort, excepting perhaps the ones that you want to keep.
Party members will obtain the Lesser Negative Aura feat (+1 Strength, +1 Intelligence) after feeding three cohorts to One of Many. They will obtain the Negative Aura feat (+1 Strength, +1 Intelligence, +1 Dexterity, +1 Constitution) after feeding seven cohorts to One of Many. They will obtain the Greater Negative Aura feat (+1 to all attributes) after feeding all eleven cohorts to One of Many.
Once One of Many has consumed every cohort, it will attack the party. If you kill it, it will drop the Talisman of Pure Evil (12 spell resistance, +3 Wisdom, +3 Charisma) instead of The Imarksarcana.
Sa'Sani's Disappearance
Now I travel to the Viper Temple, which is at #2 on the new Samarach Overland Map. It was previously inaccessible during Act 2, but is now open to entry.
I start off at #1 on the Viper Temple map. Just a little ahead at #2 is Sa'Sani herself. A rather extended dialogue ensues.
Several Snaketongue Zealots (of varying classes) and Se'Sehen Abominations burst in and attack. A Word of Faith from Janette and a Storm of Vengeance from Umoja pretty much seals the deal. The loot left behind includes:
Volo in the Viper Temple
As Sa'Sani will have indicated, Volo is now here and runs a store. He'll sell special ammunition of various sorts, Coins of Life, and Stones of Alarm.
He also gives the party Volo's Rejunvenating Ring (+25 hit points, Cure Critical Wounds (15) 1 / day) and Volo's Special Chicanery (+4 Disable Device, +2 Move Silently, +4 Open Locks). Gallard improves his thieving skills just by having the Chicanery in his inventory. Logan wears the ring for the rest of the game. Extra hit points and a healing resource is never a bad thing for a Damage Dealer, and relying on his Adamantine Helmet for his deflection bonus makes wearing two rings with other defensive benefits possible.
*Note* Please keep in mind that once Volo is in the Viper Temple, it is no longer possible to do any quests for him or describe any locations to him. If there are any loose ends outstanding with Volo, please see to them before ever entering the Viper Temple.
My next destination is the Hotenow Cave.