Gaming Guide

The Blood of Dawnwalker: Bounty of the Mire Court Activity Explained

Where the leech collectors' camp sits, how the barrel choice plays out, and what you walk away with.

Where the leech collectors’ camp sits, how the barrel choice plays out, and what you walk away with.

Ambrus’s Collectors: Bounty of the Mire is one of the Court Activities that raises Ambrus’s anger level in The Blood of Dawnwalker. It sits in the swampy stretch of Vale Sangora, costs three time segments, and hands over a Skill Point once you clear it. The activity is available to Coen right after the Prologue and scales to the Ambrus region’s level 1+ range, so it works as an early-game stop.

Quick answer: Approach the leech collectors’ camp in the bogs to start the activity, kill every camp guard, then either destroy the leech barrels or agree to leave them alone when the collectors ask. Either resolution closes the activity and awards 1 Skill Point.


Bounty of the Mire location in Vale Sangora

The camp is planted in the marshland of the Briar Sloughs, roughly between Briar Sloughs Crossing, Stoneward Post, and the Muddy Trail. You will spot it by the tents and the yellow-and-black flags, with a wooden bridge running toward the entrance. Court Activities are not pinned on your map by default and show up as “Unknown Activity” until you physically find them, so climbing the nearby towers first is the fastest way to get question-mark icons on the map.

Map screen open on the MAP tab showing Coen's position in the Briar Sloughs marshland
The MAP tab with Coen’s marker in the Briar Sloughs, near Briar Sloughs Crossing and the Muddy Trail. Image: Rebel Wolves

There is a second way in. An Urgent Letter sits inside a barrel elsewhere in Vale Sangora, and reading it opens this activity along with two more of Ambrus’s leech collector jobs. You do not need the letter to start Bounty of the Mire, though. Walking up to the camp triggers it on its own.


Clearing the camp guards

The first objective is blunt: Ambrus’s soldiers are guarding the camp and all of them have to die. The journal entry updates the moment the last guard drops.

Cross the bridge and approach from the tree line rather than the open path. A guard patrolling the edge of the camp can be taken out with a stealth bite before the rest notice you, which removes one body from the fight entirely.
Fight the remaining guards with a mix of sword strikes and bite attacks. Coming here at night is worth the trade, since Coen’s claws hit harder after dark and Shadowstep makes the camp far easier to move around.
Coen taking heavy damage mid-fight, health bar nearly empty with a red vignette on screen
The guards can swarm quickly, and a low health bar with a red screen edge means it is time to bite and recover. Image: Rebel Wolves
Loot the bodies once the camp is quiet. The guards carry usable pickups, including a Precision Manual and a Recipe for Potent Regenerative Salve.

The Precision Manual feeds into the Swordmastery side of Coen’s build, where the Precision perk lives on the Character screen with its own unlock requirements listed alongside it. The salve recipe is a crafting unlock rather than a consumable, so it goes into your recipe list rather than your pouch.

Character screen on the Swordmastery tab with the Precision perk selected and its requirements shown
The Precision perk on the Swordmastery tab of the Character screen, with its details and unlock requirements. Image: Rebel Wolves

The leech barrel choice and every outcome

With the guards dead, the second objective points you at Ambrus’s leech barrels. The local collectors harvesting the leeches are not soldiers, and they will ask you to leave their haul intact so they can sell it on to the Vrakhiri. That request is the actual decision point of the activity.

Dialogue scene with a Collector speaking to three men in the swamp camp, subtitle on screen
The Collector pleads his case after the guards are dead, asking Coen to spare the leech haul. Image: Rebel Wolves

Destroying the barrels means interacting with them directly, one row at a time, until the objective clears.

Coen standing beside a row of marked wooden leech barrels, ready to interact with them
The marked leech barrels in the camp, the interact prompt for the second objective. Image: Rebel Wolves

The journal records the result differently depending on how you handle the collectors and the stash. These are the closing entries the activity can end on:

What you didHow it closes
Wrecked the camp’s operationAmbrus was using locals to collect leeches, and this camp will not be delivering anything for a long while
Destroyed the barrels despite the collectors’ pleaThey asked you not to, but the barrels went anyway
Left the barrels standing at their requestYou spared them a punishment, with no guarantee it will not come back on you
Collectors fought to protect the stashYou killed them before smashing Ambrus’s supply
Walked away entirelyYou left the camp alone because Brencis matters more

Sparing the barrels still resolves the activity. Sparing the collectors themselves is the safer habit anyway, since killing non-hostile NPCs and quest givers can shut you out of other content in Vale Sangora.


Rewards, time cost, and how to confirm it finished

DetailValue
RegionVale Sangora, Briar Sloughs area
VassalAmbrus (Level 1+)
CategoryLeech Collectors Court Activity
Time cost3 time segments
ObjectivesDefeat the camp guards, then destroy the leech barrels
Reward1 Skill Point, plus Blood Leeches if you leave the collectors their haul
Notable lootPrecision Manual, Recipe for Potent Regenerative Salve

You will know it worked when the journal entry moves out of your active list and Ambrus’s anger meter in the Court menu ticks up. The Skill Point lands at the same moment. If you took the route of letting the collectors keep their leeches, Blood Leeches show up in your inventory as part of the payout.

Note: the three time segments are deducted from your 30 in-game day limit to defeat all three vassals and reach Brencis. Time only moves when you spend it, so a Court Activity like this one is a deliberate cost rather than something the clock takes from you passively.


Why the activity may not trigger or complete

  • You have not reached the camp yet. The activity starts on approach, and until then it stays hidden as an “Unknown Activity” with no map pin.
  • You are still in the Prologue. Court Activities only open up once the Prologue ends.
  • A guard is still alive somewhere in the camp. The barrel objective will not appear until every one of them is down.
  • You left the area mid-fight without resolving the barrels or the conversation, leaving the entry sitting in your journal.

Bounty of the Mire is one of three leech collector camps under Ambrus, alongside Wetland Helpers and Unsavoury Solutions, and all three follow the same guards-then-barrels shape. You do not need every Court Activity in the region to draw Ambrus out. Clearing roughly three quarters of them pushes his anger to the top and unlocks the duel, so treat the mire camps as a convenient early cluster rather than a mandatory checklist.