Pussycat669 did a LP of this game back in 2008.
In the meantime, Circle of 8 has released a ton of modpack updates, and oldmanpacos Baldur's Gate LP has gotten me itching for some D&D goodness. So I'll be starting up a second LP. It will be ironman, with a Codexian party of intepid adventurers. It will be brutal. There will be deaths. And it will be glorious!
Now, I haven't actually gotten all that far in ToEE before. Previous attempts at the game has gotten me as far as the temple entrance, before the game inevitably bugged and became unplayable. But this was before patches were released, so I'm hoping we can avoid this. Just in case, I'm going to pick normal game and keep 2-3 save slots rotating so I can revert in case of Catastrophic bug death. Barring that, the only thing that will justify loading a save is a Total Party Wipe. So not 100% ironman, but it'd suck to end this thread 3 updates in when I get raped in the moathouse. Once we hit the Co8 content or the temple proper, I'll have no idea what to expect, and hilarity is bound to ensue shortly thereafter.
I'll roll up a character myself. On top of that, I need 5schmucks brave Companions ot get our party started. Party alignment is arbirarily chosen to be True Neutral, which means all characters must be NG, LN, TN, CN or NE alignment. This also means there won't be any paladins as a side effect.
If someone dies, replacements will be recruited. Eventually, we may have a cleric of a high enough level to cast raise dead, but that won't be until the endgame. Replacement characters will enter the game with XP enough to put them one level below the average level of characters in the party, just so they won't be completely useless.
Ability scores will be determined by point buy. The game helpfully insists on 25 points, which leads to castrated characters in no way capable of matching a randomly rolled character. Were going to be going with 30 points instead, which results in the same kind of ability scores you'd get with average rolls using 4d6 drop 1. For those unfamiliar with point buy, all ability scores start at 8 (before racial mods) and cannot go lower. You get 30 points you can distribute to increase your abilities. 9-14 costs 1 point per raise; 15-16 2 points and 17-18 3 points. So raising an attribute from 8 to 14 costs 6 points, from 8 to 16 costs 10 points and 8 to 18 a whooping 16 points.
List of updates
Part 1 - In which nothing much happens, and we charge blindly towards destiny
Part 2 - In which Mistakes are made and Ulminati attempts the art of Parlay
Part 3 - Sloggin' thru the Bog
Part 4 - Moathouse Extravaganza I
Part 5 - Moathouse Extravaganza II
Part 6 - Moathouse Extravaganza Wrap-up
-------------------------------------------------------------------------------------------------------------------------------
What the fuck is this shit!? - In which thread necromancy, faggotry and popamole is afoot
Fast track to faggotry - Streamlined for your convenience
Fabulous (if Faggotry) Fatality Fun
DISCUSS! for dummies
Blood for the blood god! Incline for the incline hammock of Codexia!
Mini update - level inappropriate encounter
Lazyness continues - Ulminati makes shortest update yet
Total Party Kills
Moathouse, Level 1 Encounter started with 2 lucky crits from the opposition. Half the party died in the surprise round.
Current Party
Ulminati - Elven Rogue (3)
Snozzy - Elven Ranger (3)
Mrowakus - Human Wizard (3)
Kasparov - Human Cleric (3)
Brave, Departed BROs
Nickless - Human Fighter (1)
Fate: Brutalized by a gnoll skeleton under the Welkwood Bog
Final words: I'm invincible! INVINCIB--!
Strangelove - Dwarf Cleric (2)
Fate: Thermidor'ed by a lobster in the moathouse
Final words: Cheapskaaaaaate!
Roxorowski - Human Fighter (3)
Fate: Turned into a pincushion by a bandit ambush
Final words: I can't beleive we made it out of here alive.
Recruitment pool
Dragula - Human Sorcerer
Tappy - Gnome Bard
Samwise - Halfling Wizard
Cruella - Human Fighter
Pokerella - Half-Orc Fighter (4)/Barbarian
Elexis - Human Rogue
Satori - human fighter(1)/Cleric
Grunkerman - Half-orc monk
Chzr - Half-elf fighter
Tails - Human dr00d
Piggy Half-orc copy-paste cleric
Needs tweaking
oldmanpaco - Human Sorcerer -- As a bare minimum, I expect people to stat out their 6 ability scores.
Alexandra - Human cleric, I expect people to stat out their ability scores at least. Clerics need Wis, con, str, cha, dex, int in that order.
Tassadar - Elf Wizard - Someone already called dibs on the glowy-eyed negro pic, BRO.
If you're the kind of brave and exemplary individual who is willing to risk my incompetent leadership in search of fame, fortune and lulz, this is what I require of you:
Name of character
Race
Class
Alignment
Ability scores
If you want to pick specific skills or feats, feel free to list those. If none are listed, I'll try to pick whatever I feel will give us the biggest chance of success. For portraits, I've added the Co8 IWD portrait pack to go along with the regular portraits. You can either pick one from the list below, or let my impeccable tastes pick one for you. :monocle:
Classes
The following classes are available:
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, Wizard.
Clerics and Druids use WIS to cast spells, Wizards use INT, Bards and Sorcerers use CHA. Clerics also use CHA to turn undead. Everyone benefits from good constitution, dex and str.
Races
The following classes are available:
Human (+1 feat), Dwarf (+2 Con, -2 Cha), Elf (+2 Dex, -2 Con), Gnome (+2 Con, -2 Str), Half-elf (crap), Half-orc (+2 Str, -2 Int, -2 Cha) and Halfling (+2 Dex, -2 Str)
We are probably going to need a list of reserves fairly quickly, as I intend to skip the majority of the Hommlet snoozefest, diving into the moathouse as soon as we hit level 2.
As soon as we have 5 voulenteers, I'll roll up a 6th to round out the party, after which we'll dive right in. I hasten to add that clerics are ridiculously overpowered in 3.5E and we definately want 1-2 of those along with us.
In the meantime, Circle of 8 has released a ton of modpack updates, and oldmanpacos Baldur's Gate LP has gotten me itching for some D&D goodness. So I'll be starting up a second LP. It will be ironman, with a Codexian party of intepid adventurers. It will be brutal. There will be deaths. And it will be glorious!
Now, I haven't actually gotten all that far in ToEE before. Previous attempts at the game has gotten me as far as the temple entrance, before the game inevitably bugged and became unplayable. But this was before patches were released, so I'm hoping we can avoid this. Just in case, I'm going to pick normal game and keep 2-3 save slots rotating so I can revert in case of Catastrophic bug death. Barring that, the only thing that will justify loading a save is a Total Party Wipe. So not 100% ironman, but it'd suck to end this thread 3 updates in when I get raped in the moathouse. Once we hit the Co8 content or the temple proper, I'll have no idea what to expect, and hilarity is bound to ensue shortly thereafter.
I'll roll up a character myself. On top of that, I need 5
If someone dies, replacements will be recruited. Eventually, we may have a cleric of a high enough level to cast raise dead, but that won't be until the endgame. Replacement characters will enter the game with XP enough to put them one level below the average level of characters in the party, just so they won't be completely useless.
Ability scores will be determined by point buy. The game helpfully insists on 25 points, which leads to castrated characters in no way capable of matching a randomly rolled character. Were going to be going with 30 points instead, which results in the same kind of ability scores you'd get with average rolls using 4d6 drop 1. For those unfamiliar with point buy, all ability scores start at 8 (before racial mods) and cannot go lower. You get 30 points you can distribute to increase your abilities. 9-14 costs 1 point per raise; 15-16 2 points and 17-18 3 points. So raising an attribute from 8 to 14 costs 6 points, from 8 to 16 costs 10 points and 8 to 18 a whooping 16 points.
List of updates
Part 1 - In which nothing much happens, and we charge blindly towards destiny
Part 2 - In which Mistakes are made and Ulminati attempts the art of Parlay
Part 3 - Sloggin' thru the Bog
Part 4 - Moathouse Extravaganza I
Part 5 - Moathouse Extravaganza II
Part 6 - Moathouse Extravaganza Wrap-up
-------------------------------------------------------------------------------------------------------------------------------
What the fuck is this shit!? - In which thread necromancy, faggotry and popamole is afoot
Fast track to faggotry - Streamlined for your convenience
Fabulous (if Faggotry) Fatality Fun
DISCUSS! for dummies
Blood for the blood god! Incline for the incline hammock of Codexia!
Mini update - level inappropriate encounter
Lazyness continues - Ulminati makes shortest update yet
Total Party Kills
Moathouse, Level 1 Encounter started with 2 lucky crits from the opposition. Half the party died in the surprise round.
Current Party
Brave, Departed BROs
Fate: Brutalized by a gnoll skeleton under the Welkwood Bog
Final words: I'm invincible! INVINCIB--!
Fate: Thermidor'ed by a lobster in the moathouse
Final words: Cheapskaaaaaate!
Fate: Turned into a pincushion by a bandit ambush
Final words: I can't beleive we made it out of here alive.
Recruitment pool
Samwise - Halfling Wizard
Needs tweaking
Tassadar - Elf Wizard - Someone already called dibs on the glowy-eyed negro pic, BRO.
If you're the kind of brave and exemplary individual who is willing to risk my incompetent leadership in search of fame, fortune and lulz, this is what I require of you:
Name of character
Race
Class
Alignment
Ability scores
If you want to pick specific skills or feats, feel free to list those. If none are listed, I'll try to pick whatever I feel will give us the biggest chance of success. For portraits, I've added the Co8 IWD portrait pack to go along with the regular portraits. You can either pick one from the list below, or let my impeccable tastes pick one for you. :monocle:
portraits said:
Classes
The following classes are available:
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, Wizard.
Clerics and Druids use WIS to cast spells, Wizards use INT, Bards and Sorcerers use CHA. Clerics also use CHA to turn undead. Everyone benefits from good constitution, dex and str.
Races
The following classes are available:
Human (+1 feat), Dwarf (+2 Con, -2 Cha), Elf (+2 Dex, -2 Con), Gnome (+2 Con, -2 Str), Half-elf (crap), Half-orc (+2 Str, -2 Int, -2 Cha) and Halfling (+2 Dex, -2 Str)
We are probably going to need a list of reserves fairly quickly, as I intend to skip the majority of the Hommlet snoozefest, diving into the moathouse as soon as we hit level 2.
As soon as we have 5 voulenteers, I'll roll up a 6th to round out the party, after which we'll dive right in. I hasten to add that clerics are ridiculously overpowered in 3.5E and we definately want 1-2 of those along with us.