When do you take on Durlag's and the other ToSC quests? (spoilers!)

Okay, I'm at that point where I could survive Durlag's, and then go on and complete the other ToSC quests.
Party is at about level 5-6. I've cleared the wilderness maps prior to entering Cloakwood. Once I enter Cloakwood, I generally prefer to move on into BG city.
I've completed Durlag's at level 5 in the past, although it I didn't find it particularly easy...
Here's my party:
Lemernis - Fighter 5/Mage 4 (multi)
Dorn - level 5
Viconia - level 6
Rasaad - level 6
Neera - level 5
]Imoen - level 6
Is this about when you would usually do ToSC? Or do you go through Cloakwood, complete chapter 4, and then explore BG city a bit--and then head off to do the ToSC quests? I.e., sort of in the middle of knocking about BG city?
How do you generally approach this?
Party is at about level 5-6. I've cleared the wilderness maps prior to entering Cloakwood. Once I enter Cloakwood, I generally prefer to move on into BG city.
I've completed Durlag's at level 5 in the past, although it I didn't find it particularly easy...
Here's my party:
Lemernis - Fighter 5/Mage 4 (multi)
Dorn - level 5
Viconia - level 6
Rasaad - level 6
Neera - level 5
]Imoen - level 6
Is this about when you would usually do ToSC? Or do you go through Cloakwood, complete chapter 4, and then explore BG city a bit--and then head off to do the ToSC quests? I.e., sort of in the middle of knocking about BG city?
How do you generally approach this?
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Comments
Durlag must have gotten those from the same place the gorons got those doors that attack you in the Fire Temple in The Legend of Zelda. :x
EDIT: And how can I forget the obnoxious flying tiles and pots.
Didn't work out too well for me, though, because it took me a dozen tries to get through the chess room at the Tower. So this time I might do it between Baldur's Gate and Candlekeep...
I think @Shandyr has the right idea too. Thanks.
I always like to finish EVERYTHING before entering the city. Not even sure why. I think that entering the city somehow hints (for me) that the game is closing to its end, so I am trying to delay it as much as I can.
somehow dosnt feel right for me to go solve ToSC be4 that.
Can't remember I ever had problems in vanilla TotSc....
I typically do Durlag's and the mage island as soon as I hit 100 traps/locks (usually just before I do the mines in Nashkel) and the Isle of Furries after I get access to Baldur's gate. And Aec once I get a free-action ring and all required potions, sometimes before BG, sometimes not. It's a pretty rough fight.
I've got him to -1 AC with a ring and guantlets of dexterity (for my party it made most sense to give them to him). He gets to -3 AC if he uses the Shield amulet (which has limited charges, but you can sell it and buy it back recharged). So anyway, he doesn't get hit too much. And in my game at level 6 he's got 35 HP. I'm not really having to nurse him back to health all the time, at least not more than any other character.
I have him using his fists and feet, which gives him two attacks per round. (Versus 1 attack per round using a weapon with a prof in Single Weapon Style.)
His THACO sucks, however. It's 15. I could give him the bracers that reduce THACO by 1 but they seem better utlized by Dorn, who becomes even more of a juggernaut with them. And in the balance I'd rather focus on lowering Rasaad's AC, anyway.
Because Rasaad runs so fast (about as fast as a character wearing the boots of speed) I find that he is most useful a) tying up enemy archers (forcing them to melee), and b) disrupting enemy spellcasters. I typically try to have him deliver a stunning blow on mages, and when it works that's awesome.
Because I have him selectively attacking enemies that are relatively easy to hit, his high THACO isn't a terrible liability.
For the garden variety low level mobs, he joins in (meleeing) but it really doesn't matter since my main tanks will almost always beat everyone else to the punch anyway. I do take some care to try to have Rasaad avoid standing toe-to-toe/face-to-face with super strong opponents that can devastate him with one blow. And because he moves so fast that's easy to do.
Anyway, in summary, I think in BG1 Rasaad is going to pale in comparison to warrior class tanks. However his deficits can be minimized and strengths optimized so that he is at least not dead weight. His value is mainly to provide a more unique, interesting type of character. A departure from the ordinary.
Sorry for the double post I didn't tag you in the last one
Here's what the new manual says
Monks
Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy called ki, which allows them to
perform amazing feats. The Monk’s best known feat is the ability to stun an opponent with an unarmed blow.
Advantages:
Moves 2 points faster than normal. Movement rate further improves by 1 every 5 levels.
May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows:
o Level 1-2: 1d6
o Level 3-5: 1d8
o Level 6-8: 1d10
o Level 9-14: 1d12
o Level 15+: 1d20
At level 9, the Monk’s fists are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 12, +3 at level 15, and +4 at level 20.
Receives a +2 bonus to save vs. spell.
Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
3% magic resistance per level starting at 14 th level (that is, 42% at 14 th level).
Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels.
May use Stunning Blow ability once per day every 4 levels.
o STUNNING BLOW: All successful attacks within the next 6 seconds force the victim to save or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.
5th level: Becomes immune to all diseases and cannot be slowed or hasted.
7th level: May use Lay on Hands ability to heal 2 hit points per level.
8th level: Gains -1 to speed factor.
9th level: Gains a +1 bonus to all saving throws and becomes immune to charm.
11th level: Becomes immune to poison.
12th level: Gains another -1 to speed factor.
13th level: May use the Quivering Palm ability once per day.
o QUIVERING PALM: The next successful unarmed attack forces the opponent to save or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
20th level: Becomes immune to non-magical weapons.
Hit Die: d8
Disadvantages:
May not wear any armor.
May only use weapons available to the Thief class (except twohanded).