Gaming Guide

The Blood of Dawnwalker: Ambrus’s Collectors — Bounty of the Mire Quest Guide

Everything needed to clear the leech collectors' camp south of Sloughside Hill, plus the outcomes and rewards it locks in.

Everything needed to clear the leech collectors’ camp south of Sloughside Hill, plus the outcomes and rewards it locks in.

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

DetailValue
Quest nameAmbrus’s Collectors: Bounty of the Mire
TypeCourt Activity (Ambrus, Leech Collectors)
RegionVale Sangora, south of Sloughside Hill near Briar Slough
Time cost3 time segments
ObjectivesDefeat the camp guards; Destroy the leech barrels
RewardsXP, 1 Skill Point, Blood Leeches
AvailabilityAfter 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.


Where the camp is and how the quest starts

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.

Map screen with Sloughside Mill selected, showing its fast-travel description and Track option
Sloughside Mill on the world map, the closest fast-travel point before heading south into the bogs. Image: Rebel Wolves

How to complete Bounty of the Mire

Approach the camp from the north across the marsh. As soon as you get close, the first objective appears on screen as “Defeat the camp guards” and the quest formally begins.
Player crossing a snowy swamp as a New Perk Available: Medicus I notification appears on screen
Crossing the frozen swamp toward the camp, with a Medicus I perk notification popping up en route. Image: Rebel Wolves
Fight the guards. This is a straight melee encounter against several of Ambrus’s soldiers with no scripted gimmicks, so standard sword play and dodges are enough at the level range where the activity unlocks.
Sword strike landing on a marked guard, with the enemy health bar and a 201 damage number showing
Melee combat against the camp guards, damage numbers and enemy health bar visible. Image: Rebel Wolves
Work through the rest of the group until no guards are left standing. The objective will not clear while any of them are alive, so sweep the edges of the camp if the counter is still showing.
Player attacking a second guard whose red health bar is partly drained, with a 168 damage number
Finishing off the remaining soldiers before the barrel objective unlocks. Image: Rebel Wolves
Loot the bodies and the containers scattered around the camp before you touch anything else. Once the quest ends you will want to be done with the area, so clear the loot prompts first.
Loot prompt hovering over a fallen guard as the player walks up to the body
The loot prompt over a defeated guard — clear the bodies and camp containers before finishing the objective. Image: Rebel Wolves
Find the pile of leech barrels next to the large tree in the camp and interact with them. Your character smashes them apart in a short cutscene, the second objective clears, and the quest closes out.

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.

OutcomeWhat it means
Barrels destroyedThis camp stops delivering leeches to Ambrus for a long stretch.
Destroyed over the collectors’ objectionsYou wreck the stash even after they ask you not to.
Barrels left intactYou spare the collectors from punishment, with the risk that it comes back on you later.
Collectors killed defending the barrelsThey fight for the stash and you have to put them down before smashing it.
Camp skipped entirelyYou 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.