Ambrus’s Cellars: Uninvited is one of three blood cellar raids tied to the vampire lord Ambrus in The Blood of Dawnwalker, and it hides behind a step most players skip. The cellar itself never shows up on your map until you clear the ruined soldier outpost sitting east of St Tyna’s Grove and read the paperwork left on a dead man’s body.
Quick answer: Travel east of St Tyna’s Grove to the stone ruins, kill the psoglav inside, loot “Orders from Ambrus” from the glowing corpse by the campfire, then take the hidden stairs down, defeat Murohn, Malformed Monstrosity, clear the blood barrels, and beat the soldiers waiting for you on the way out.
How to unlock Ambrus’s Cellars: Uninvited
The trigger is a Court Activity called “Investigate the outposts of Ambrus’s soldiers.” Open the map, set that objective as your tracked quest, and follow the marker east of St Tyna’s Grove. If the marker isn’t on your map yet, climb the nearby tower first — towers reveal activity locations as white question marks.


Note: if the three cellar quests never appear in your journal, you missed the orders. Go back to the campfire and loot the highlighted corpse — nothing else in the outpost unlocks them.
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The cellar isn’t a separate location on the other side of the valley. It’s underneath the same ruins you just cleared, behind a hatch you have to hunt for rather than walk into.

Beating Murohn, Malformed Monstrosity
Unlike the other cellars, which are just guard clean-ups, Uninvited puts a named enemy in the way. Murohn, Malformed Monstrosity guards the blood stock and has to go down before you can touch the barrels.
Fight it at night if you can. Coen hits noticeably harder with claws after dark than with a sword during the day, and the enclosed cellar rewards short, committed trades over long approaches. Keep healing items on your bar before you go down, because there’s no exit mid-fight.

Take the blood or destroy it
With Murohn dead, you get a prompt at the barrels. Both options end the same way for the quest, but they leave you in a different position for the fight immediately afterward.
| Option | What happens |
|---|---|
| Destroy the blood | Every barrel is smashed. You keep nothing, and the stolen blood is gone. |
| Collect the blood stock | Most barrels are still destroyed, but you keep blood vials that heal you in vampire form during combat. |
Either choice satisfies the activity and angers Ambrus the same amount. No branching dialogue, locked content, or story consequence has surfaced from picking one over the other. The practical case for collecting is simple — healing sources are scarce, and there’s a fight waiting for you at the top of the stairs.
The ambush on the way out
Ambrus’s soldiers are waiting when you climb back out of the cellar. This is the last obstacle in the activity, and it’s a straight fight — armored humans rather than beasts, so sword work and staggering matter more than raw claw damage.

Clear them all and the quest closes out, dropping loot worth picking up before you leave the ruins.
How to confirm the activity is finished
You’ll know it worked when the journal marks Ambrus’s Cellars: Uninvited as complete and Ambrus’s anger level ticks up in the Court menu. The cellar raid costs one time segment, which is cheap compared to the three-segment activities like the transport and prisoner jobs.
If the quest is still sitting open in your journal, the usual causes are that a soldier survived the ambush outside or that you left the cellar without interacting with the barrels at all.
Where Uninvited fits into Ambrus’s anger meter
Court Activities are the engine of the mid-game. There are 41 of them across the valley, split into 14 for Ambrus, 12 for Bakir and 15 for Xanthe, and you raise each vassal’s anger by completing the jobs in their region. Once Ambrus is fully enraged, the duel quest The Gilded Gauntlet unlocks.
Uninvited is one of three cellars in Ambrus’s list, alongside Seeing Red and Trouble Brewing. Those two are simpler — go down, kill the guards, break the crates — and Trouble Brewing sits inside a house in Svartrau City rather than out in the countryside.
Time is the real cost here. You have 30 in-game days to bring down all three vassals and reach Brencis, and time only moves when you spend it on quests and certain dialogue choices. Because Ambrus’s activities start at level 1 and his cellars are the cheapest jobs on the board, clearing them early is an efficient way to build anger without burning the clock.





