Ambrus’s Collectors: Bounty of the Mire is one of the earliest Court Activities you can take on in The Blood of Dawnwalker, and it is short enough to finish inside a single trip into the bogs. Ambrus has locals hauling blood leeches out of the swamp for him, and the camp guarding that haul sits in the wetlands south of Sloughside Hill. Clearing it costs three time segments and pays out a Skill Point.
Quick answer: Travel to the camp in the bogs south of Sloughside Hill, near Briar Slough, kill every one of Ambrus’s guards, then interact with the stack of leech barrels beside the large tree in the camp to trigger the destruction cutscene and end the quest.
Bounty of the Mire quest details
| Detail | Value |
|---|---|
| Quest name | Ambrus’s Collectors: Bounty of the Mire |
| Type | Court Activity (Ambrus, Leech Collectors) |
| Region | Vale Sangora, south of Sloughside Hill near Briar Slough |
| Time cost | 3 time segments |
| Objectives | Defeat the camp guards; Destroy the leech barrels |
| Rewards | XP, 1 Skill Point, Blood Leeches |
| Availability | After the Prologue, from Level 1 onward |
Note: Court Activities are not pinned on your map by default. They show as “Unknown Activity” until you physically discover them in the world, so the camp will only resolve into a named quest marker once you have been near it.
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There are two ways in. The quest fires on its own the moment you walk up to the leech collectors’ camp in the marsh, which is the straightforward route. Alternatively, you can pick it up early by searching a barrel further north in Vale Sangora that holds an Urgent Letter — reading it hands you this activity plus two more Ambrus jobs at once.
For navigation, Sloughside Mill is the closest useful fast-travel anchor. Open the map, select it, and use the Track action to line up your route, then head south into the swamp toward Briar Slough.

How to complete Bounty of the Mire




Loot and recipes from the camp
The camp is not a major gear stop, but the bodies and containers hold a decent early haul. Expect the One-eyed Ruff Hood, Transylvanian White Wine, a Wooden Soldier, Denarius, Perilla, an Inkwell and a Crude Hammer, spread across the corpses and the crates around the tents.
Several crafting recipes also come in around this fight, including Minor Fortitude Paste, Potent Vigour Infusion, Minor Regenerative Salve and Revitalising Tonic. Blood Leeches themselves are part of the payout for wrecking the barrels.
Destroy or spare the leech barrels
The barrels are the branching point. The collectors working the mire can ask you to leave their stash alone, and you can honour that or ignore it. Sparing the barrels avoids getting the locals punished, while smashing them is what actually cuts off Ambrus’s supply from this camp. The activity can also resolve without you doing anything at all, if you decide chasing Brencis is the better use of your remaining days.
| Outcome | What it means |
|---|---|
| Barrels destroyed | This camp stops delivering leeches to Ambrus for a long stretch. |
| Destroyed over the collectors’ objections | You wreck the stash even after they ask you not to. |
| Barrels left intact | You spare the collectors from punishment, with the risk that it comes back on you later. |
| Collectors killed defending the barrels | They fight for the stash and you have to put them down before smashing it. |
| Camp skipped entirely | You walk away and prioritise Brencis instead. |
How to tell the quest is finished
A “QUEST ENDED” banner for Ambrus’s Collectors: Bounty of the Mire appears the moment the barrel cutscene finishes, followed immediately by the XP and Skill Point payout. On a typical early run this is also the fight that pushes you over the line into Level 11, with the level-up notification firing right after the banner.
If the quest does not close, it comes down to one of two things. Either a guard is still alive somewhere in the camp, which keeps the first objective locked, or you have not interacted with the barrel pile itself — walking past the barrels does nothing, you need the interact prompt at the stack beside the tree.
How it feeds into Ambrus’s anger level
Court Activities are the real spine of the campaign. There are 41 of them across the three vampire lords, 14 of which belong to Ambrus, and each one you complete raises that lord’s anger. Push Ambrus to maximum and you unlock the quest to draw him out, and you have to do the same for Bakir and Xanthe before Brencis will surface.
The catch is the clock. You have 30 in-game days to take down all three lords and reach your family, and every Court Activity advances time — Bounty of the Mire eats three segments on its own. Clearing roughly three quarters of a lord’s activities is enough to max their anger, so you do not need to complete all 14 Ambrus jobs.
Because the leech camp sits at the cheap end of the Ambrus list and pays a Skill Point for one short fight, it is a sensible early pick if you are trying to build anger without burning days. Bank a manual save before the boss quests unlock, and you can always come back for the activities you skipped.






