Well, turns out fighting that witch was a bit pointless. We don't learn anything about Agdan and the lizardmen don't have anything more to say, so all that's left is to explore the swamp some more and hope we find something interesting.
Near one of the exits, we find this cart.
It has a lot of cash, food and water in addition to bows and arrows.
We haven't really explored the northwest part of the map yet, so let's go there. We have a few random encounters on the way, but nothing major.
The most interesting one was against a group of swamp rantzies. This time, only two showed up, so we've defeated them easily. Also, turns out that if you critically succeed on a parry roll, you gain an additional parry attempt for the round, as Boreale demonstrated.
Also this goblin battle. Grimgravy bans some of them, Nevill casts Horriphobus and Boreale with Helly take care of the others.
I hate when this happens, as they appear at the edge of the map and a lot of times, they are archers who can snipe you just fine from their position, provided their vision isn't blocked by something. But there appear to be no range penalties. I guess the battlefields aren't big enough for that.
Well, Helly has no problems sniping them either.
Yay, loot! Onward!
Whenever the game keeps asking us if we are sure, something terrible is gonna happen. Well, sounds like fun!
Wonder what will happen this time?
We are fighting these Bog Bodies, which are basically zombies. The Surprised by Ambush effect gives us a massive penalty to initiative, basically ensuring that they will go first.
Turns out, even these bog bodies can be banned with the domination spell Chain and Manacle, even though they should be undead.
Boreale has no trouble hacking these "zombies" to pieces.
Turns out you can Paralyse the Bog Bodies too, even though the undead dwarves from hell were immune to it. Maybe they don't count as undead?
Anyway, the battle is over pretty quickly, 3-4 rounds tops.
Surely, there's treasure to be had!
Just some shovels, lumberjack axes and an alchemy recipe we already had.
The lumberjack axes do better damage then Boreale's axe, but have horrible attack and parry ratings.
Sadly, it's not magical and Morkar already has the best mundane two-hander in the game in Rondra Kris. Well, atleast it's unbreakable?
Yeah, doesn't surprise me one bit.
I love how the narrator is constantly surprised whenever we actually succeed at curing disease. Really, it's like he thinks we are a bunch of losers or something.
In the northwest part of the map, we find this bush.
Nevill and Grimgravy have a conversation together, that only tells us to explore further. Obviously, we are going to return here.
Walking along, we get the worst random encounter ever.
There's a whole bunch of orcs and goblins in the upper part of the battlefield, 8 enemies total. Half of them are archers who keep shooting at us, so Grimgravy bans two archers, while Nevill casts Horriphobus on the other two, Boreale and Helly take care of the melee guys.
As soon as we are almost finished with this battle, they get reinforcements. Two archers and two warriors. The warriors are fine, but it's a pain in the ass to get to those archers on the edge of the battlefield, who have no problems hitting you from across the map. They deal low damage, but still, it's annoying.
Then they get MORE reinforcements and I'm like, screw this, I'm out.
Turns out it was the right decision, as a couple turns later, they get EVEN MORE REINFORCEMENTS!
Yeah, this isn't worth it, even if we could hope to beat them, it would take too much time and I don't have the patience for some random trash mobs at this point.
Of course, Boreale's instinct and danger sense suck, so he gets bitten by a poisonous snake for the brief moment he leads the swamp expedition.
I try Treat Poison, but whenever I click on Boreale, nothing happens, no message like "you need an X herb to cure this". Either I'm missing something or there's some bug here.
So I just have him drink the antidote we found in the witch hut. I could also use the Clarum Purum spell, but that's a waste of AE.
There's already a swamp rantzy model in the game for combat purposes, so why not make a slightly larger version of it and put it in the gameworld? It would add a lot to this encounter and make the swamp feel less "empty".
Anyway, we use a net to catch it.
We take it with us.
I swear, this swamp rantzy icon reminds me of something. Risen, maybe? It kinda looks like a recolored monkey.
We teleport to the bush with the rantzy, per the instructions from that document we've found.
I didn't really improve those spells, as there's really no point. They succeed often enough even with no spell increases invested and there's not many magic items in the game.
It takes a couple of tries, but eventually, Nevill succeeds in casting that spell. If you fail, you can either try to pick a random plant or try again.
Suddenly, the rantzy you are carrying gives a single loud howl and then goes all slack.
Well, it seems we've got the right plant. Now we need to use this scroll from that sunken chest.
If he were a bit better nourished and somewhat cleaner, the description you got of Dragenfeld in Lowangen would fit him. The man opens his eyes for a moment before dropping off again into a deep feverish unconsciousness.
He joins us as an NPC companion, but for now, he is unconcious and barely has any Life Energy. So we have to heal him to make sure he doesn't die-
HEAL HIM NEVILL! DON'T SCREW THIS UP!
Thankfully, he does manage to cast that healing spell. Turns out, you can actually heal Traumatic Fever without visiting an NPC healer, but you need 4 different plants, 2 of which seem to be pretty rare, to even try. Makes sense to me, as presumably those healers are using *something* to heal it and I doubt they are all mages.
Anyway, we are missing a one-berry, so we have to leave the swamp and go gather some herbs.
Yeah, I sure hope so. This was the worst part of the game, seriously...