Gaming Guide

The Blood of Dawnwalker: Ambrus’s Dungeons Judge and Executioner Walkthrough

Clear the outpost, find the jailer's key, and settle the Branko accusation with the evidence hidden in the camp.

Clear the outpost, find the jailer’s key, and settle the Branko accusation with the evidence hidden in the camp.

Ambrus’s Dungeons: Judge and Executioner is one of the fourteen Ambrus Court Activities in The Blood of Dawnwalker, and it sits near St. Tyna’s Grove. It is available from Level 1, costs three time segments, and ends with a judgement call. Two prisoners are locked behind an iron gate, and one of them insists the other, Branko, has been feeding information to Ambrus’s soldiers.

Quick answer: Kill the guards, loot the Keeper’s Keys from the captain’s corpse by the campfire, then open the cell. Choose “Branko – you’re staying where you are,” wait a day, and travel to the woodcutter’s camp to close the quest and collect the Beastmaster’s Ring.


Judge and Executioner objectives in order

Court Activities are not pinned to the map automatically. They appear as “Unknown Activity” until you physically stumble onto them, so the outpost near St. Tyna’s Grove has to be discovered before it can be tracked in the journal. Once it is active, the objectives run in a fixed order.

ObjectiveWhat it requires
Investigate the outpostReach the stone ruins and clear the guards posted outside
Free the prisonersWipe out the larger group around the courtyard campfire
Find the jailer and take his keyLoot the Keeper’s Keys from the captain’s body
Open the cells and free the prisonersReturn to the iron gate with the key
Decide the man’s fateFree both prisoners, or leave Branko locked in
Wait a dayRest or pass time until the day rolls over
Visit the woodcutter’s campTravel to the marked camp and find out what happened

Clear the outpost and take the Keeper’s Keys

Track the activity from the map or journal so the outpost marker stays on your compass. The first objective reads “Investigate the outpost,” and there is no stealth requirement here, so either time of day works.
Journal entry for Ambrus's Dungeons: Judge and Executioner with the Investigate the outpost objective active
The journal shows “Investigate the outpost” as the opening objective. Image: Rebel Wolves
Approach the ruins and deal with the sentries standing at the entrance. They engage on sight, since Coen is trespassing on Ambrus’s ground.
Push inside the walls. A much bigger group is gathered around a campfire in the courtyard, and this is the fight that actually flips the objective to “Free the prisoners.”
Coen moving through the outpost settlement with an on-screen interaction prompt visible
Moving through the outpost grounds after the entrance guards are down. Image: Rebel Wolves
Walk to the locked iron gate and speak to the captives. They tell you the captain holds the key, which sets the objective “Find the jailer and take his key.”
Head back to the bodies near the campfire and search them. The Keeper’s Keys are on the captain’s corpse, alongside minor loot such as a Canteen of Water, Denarius, and Simple Turnshoes.

The evidence that proves Branko was a snitch

Back at the cell, the two prisoners start arguing. One of them names Branko as an informer working with the Vrakhiri. Coen can answer “Anything to support these accusations?” and then take the option “I need to think about this, look around,” which lets you postpone the decision and search the camp instead of taking a stranger’s word for it.

Cutscene of a prisoner behind the cell gate begging Coen to be released
The prisoner pleads his case and accuses Branko of informing. Image: Rebel Wolves

There are two documents in the camp that settle it. The first is inside the tent on the eastern side of the dungeon, a letter listing what each prisoner is being held for and what is planned for them. Everyone else is marked for draining and torture to force a confession, while Branko is exempt from torture.

The second and stronger piece sits on a table on the western side. The interrogation protocols spell out how brutal the sessions were for the other prisoner, then note that Branko needed no torture at all because he was fully cooperative.


Should you free Branko or leave him locked up?

Both options close the quest, and neither one blocks a reward or a later questline. The choice is about what Coen decides to do with a man the paperwork already condemns.

Dialogue optionWhat happens
“I’m setting both of you free.”Both prisoners walk out. You can still wait a day and visit them at their camp afterwards.
“Branko – you’re staying where you are.”Only the accuser is released. Coen tells Branko he read the documents and refuses his apology, and the other prisoner calls him a backstabber.
Dialogue cutscene with Coen telling Branko he is staying where he is
Coen refuses Branko’s plea and leaves him behind the gate. Image: Rebel Wolves

Note: clearing the outpost raises your infamy, and you will see an “INFAMY INCREASED” prompt after the fight. That is separate from the Branko decision and happens either way.


Wait a day and visit the woodcutter’s camp

After the cell scene, the objective becomes “Wait a day.” Pass time however you prefer, and the quest will point you at a new location.
Track the woodcutter’s camp marker on the map and travel there. The freed men are not the only ones present, and Ambrus’s guards have taken over the site.
Kill every guard in the camp, then loot the body lying outside the cabin. It carries a Military Report headed “REPORT: PRISON BREAK” that confirms Branko was informing on the others.
Quest notification for Judge and Executioner appearing as Coen walks up to the camp cabin
The quest updates as Coen reaches the cabin at the woodcutter’s camp. Image: Rebel Wolves
Step inside the cabin and open the chest. It holds a Thank-You Note and the Beastmaster’s Ring, and picking it up completes the activity.

Rewards and how to confirm the quest is complete

The completion is easy to verify. The journal entry for Ambrus’s Dungeons: Judge and Executioner closes out once the cabin chest is looted, and you walk away with the Beastmaster’s Ring, skill points, and XP. Consumables like a Potent Regenerative Salve and Vitality Balm can also turn up while you clear the two locations.

If the quest is not advancing, the usual causes are simple. The camp fight must be finished before “Free the prisoners” appears, the cell will not open until the Keeper’s Keys are on you, and the woodcutter’s camp objective only shows up after a full day has passed. Court Activities also consume in-game time, three segments in this case, which matters because you have 30 in-game days to reach Brencis and rescue your family.


Every Ambrus Court Activity you finish pushes his anger higher, and once it maxes out he calls Coen to a duel through The Gilded Gauntlet. You do not need to complete all fourteen of them, so treat Judge and Executioner as one solid step toward that boss rather than a box you have to tick.