On level 9 I cleared the bandits south of the tribal teleporter shrine down to the exterior of the bandit camp. Before getting too far into the Black Ring members around the quarry, I decided I should finish off the level 9 skeletons on Lovis' tower, and got to level 10 on my way up.
I found and used the scrying stone, but the fight was a little tough. I may have been able to survive if I retried it, but decided to go get the creature instead. After clearing the Black Ring members and goblins south of the enchanter, the mine was relatively easy. I went back to the tomb under the church and got the two chests I left there (in D2:ED one of them contained creature parts, so I waited until after I had my creature), and found some earrings with +2 Poison Arrow, to replace the +1 Stun Arrow earrings I had (so used the skill point I had in reserve to learn Stun Arrow).
After that I teleported to the tribal shrine, and took the log bridge over to the bandit ambush. The creature was fairly helpful for only having the default parts. Just before the bend in the path that doubles back up to one of Bellegar's shrines and the sleeping travellers, there was one final bandit and 2 rabbits, which was enough for me to trigger the killer rabbit. I eventually defeated it after jumping onto a rock out of its reach, but reloaded, since there isn't any experience advantage to killing it on level 10 vs waiting until level 19 (at least in D2:ED the experience bonus due to level difference was the same whether you were 3 or more levels lower than an opponent). On the other hand, I assume the two epic class equipment pieces that dropped would be a better quality if I got them at a higher level.
All 3 of the undead that Bellegar summoned decided to immediately attack my creature, so I got a few shots off before they decided to come after me (not that that strategy worked any better for them

). The sleeping travellers were easy, since I remembered what they wanted from D2:ED, so didn't have to go looking for a couple things I had earlier, but either used or sold.
I saved and entered the quarry on level 10, but surviving there would require more potions and running around than I was inclined to try. I didn't do too bad at first, but when things get hectic, I sometimes end up sheathing my weapon trying to jump backwards (the game really should only toggle the combat mode if the left stick is centred when pressed).
Anyway, clearing out most of the Black Ring outside the quarry brought me up to level 11. Approaching the last 3 Black Ring members, in front of the Hellgate, I attacked the mage first, since he was closest to my crosshairs, and concentrated on the mage and ranger. The warrior (Black Ring Commander) didn't seem too threatening as he started running towards me and briefly fought my creature. A couple Rush Attacks later, however, and I was reloading my last save. On my next approach I attacked the commander first, and he was dead without the other two reacting, after which they were trivial to defeat.
I got sellable loot out of the goblin tribe area past the quarry, from both the chest there and Willy's loot bag (after Mindreading him). Viper dropped a bracelet with +2 Rush Attack, +3 melee damage and an enchantment slot with a level 5 healing aura, so I've replaced the bracelet I got from a beholder on level 2 (I'll swap it back when I know I will need to mindread, though, to take advantage of the skill bonus).
Looting the chest past where George Gremory is wandering around, I filled my inventory (for the first time in DKS), so headed back to the village to sell off stuff and check for upgrades. Being level 11 I bought the Ranger's Rest bow Derk always has; that meant loosing a +22 hit point bonus on my old bow, but I made up for that by buying some leggings with +10 hit points compared to my Rivellon Guard (IIRC) leggings (magic armour was also better by 4 or 5, though melee and ranged went down 1 each; I was weakest with magic resistance, so it was an easy trade-off) and a ring with +16 hit points and a level 2 healing aura (to replace a ring with a +0.01 HP regeneration bonus and a level 1 healing aura).