NIGHTSHORE
Fentomy's Wish
I arrive at #1 on the Nightshore map once I go through the Shadow Portal. Just ahead at #2 is Fentomy, who now appears in his proper Dao Genie form. The short of it is that he wants me to kill a Primal Earth Elemental that's beneath the Coveya Kurg'annis.
Just a little west of the bridge will be a couple of beached corpses that yield some gold, a Shortsword +1, and a scroll of Summon Monster IX. Some Telthor Rats attack me, but they're easily taken care of.
Omaga
Ahead at #3 is an Ogre Magi merchant named Omaga. He sells quite an assortment of weapons, armors, boots, amulets, and other magical items. His more unique items include:
Also, I do plan on getting the Shield of the Magi for Safiya, but not now. Omaga will drop it when I kill him significantly later on.
Guards Mulv and Turlok
At #4 are a pair of Hagspawn Guards named Mulv and Turlok. No amount of effort or attempts at bribery will convince them to let me pass. They'll only let me through if I can convince three of the other petitioners to give up their place in the line.
I also increase my influence with Gann by +6 by indicating that speaking to him is much more pleasant.
Telthor Pack
I make a start with the pack of Telthor spirits at #9. Valeria gratifies Okku's desire to drive them away and increases her influence with him by +6.
*Evil* Telthor Pack
Zarathos on the other hand uses Provoke Spirits in their vicinity. He uses Spirit Gorge on the Telthor Pack Leader once he has been brought to 'near death'.
Genasi Prince
Next up is the Genasi Prince at #8. It's easy enough to make two Diplomacy checks to convince him to leave.
*Evil* Genasi Prince
Zarathos is somewhat persistent in pestering the Genasi Prince, speaking to him more than once. That opens up an opportunity for One of Many to suggest letting him appear to the Prince to scare him off. Agreeing to the request results in a +6 influence gain with One of Many. It would have been a -6 influence loss had I declined the request.
Gud-Bugh-Ka
At #6 is a Mind Flayer named Gud-Bugh-Ka. Getting the most benefit out of the conversation with him requires making a number of high-level skill checks. First a Diplomacy check, then a Lore check, and then a combined Bluff / Lore check. The result is that he leaves and also gives me The Likely Amulet (+5 natural bonus to armor class, +6 Constitution, +6 Wisdom).
The amulet is just perfect for Okku, not only for its natural bonus to armor class but it's literally his only chance to improve his Constitution. Valeria also uses three Pristine Power Essences and the Superior Resistance spell to add a +7 bonus to saving throws to the amulet. And indeed, a sore point for Okku is his weak saving throws. The additional enchantment to the amulet goes a long way towards mitigating that.
After that, I reconfigure my 6th level spells so that they're all multiple instances of Flesh to Stone, and my 7th level spells so that they're all multiple instances of Extended Flesh to Stone. It's part of a long-term plan to leave all nine members of the Slumbering Coven in a permanent state of petrification so that I can collect their essences after getting the Ravenous Incarnation power.
*Evil* Gud-Bugh-Ka
Zarathos by comparison is unable to make much progress because he doesn't have the necessary skill checks. It ultimately doesn't matter, since I only need to convince three of them to clear out.
*Evil* Gruuf
At #7 is a Uthraki named Gruuf. If you had devoured Okku beforehand, he'll want you to deliver his Mysterious Meat to his fellow Uthraki who are inside the Coveya. He'll be skeptical about your ability to get past the Guards though. You can either talk to him again after Guards Mulv and Turlok open the way inside, or you can have One of Many pickpocket him. However, Zarathos prefers to make an Intimidation check to scare the Uthraki away.
Gruuf
Valeria did not devour Okku though, so Gruuf has murderous intentions towards her. I deliberately chose the "That can be arranged" dialogue option in order to increase my influence with Okku. He'll then veer off to the right and towards the back. He and two other Uthraki will be easy to cut down. His corpse can be looted for the Mysterious Meat, but Valeria won't be able to do anything with it.
As an aside, at #5 is where I could use the Skein Key to go straight into the Skein itself. However, I prefer not to as this means bypassing the Coveya as well.
Count Crowroost
I go back across the bridge. Just to the left at the other end of the bridge is another beached corpse, which will have a couple of Potions of Heal plus other random items.
At #10 will be a coffin and a Homunculus type creature. The small creature will attempt to warn me away. I could have Okku throw it out through the Shadow Portal so that it the Vampire inside will burn up, which will also increase influence with Okku.
However, I prefer to kill the Vampire then and there. The coffin itself requires a very high Open Lock check to open. The Vampire, Count Crowroost, is pretty easy to take down. Valeria uses Eternal Rest on him once she gets the chance. He leaves behind the Shadowmaster Kukri (Kukri +4, +2d6 acid damage, +5 Dexterity, +6 Listen, +6 Move Silently, +6 Hide). This would be an optimum off-hand weapon for a character that is built around the Hide in Plain Sight ability.
Bear King's Eternal Might
My approval with Okku is almost at 90, and that's good enough for me to speak with him and get the Bear King's Eternal Might feat for both of us. That means +6 to Will saves, immunity to fear, immunity to mind-affecting spells, and +4 regeneration for Okku. It also means +4 to Will saves, immunity to fear, +2 Constitution, and +20% to Suppress for Valeria.
I have now cleared out all of the Petitioners, which is more than enough. Guards Mulv and Turlok open a Shadow Portal, which is the entrance to the Coveya Kurg'annis.