Gaming Guide

The Blood of Dawnwalker: Evil and Convenience Quest Guide

Where the draining camp sits in Briar Sloughs, how to find the Brass Key, and what each Chief Jailor option gives you.

Where the draining camp sits in Briar Sloughs, how to find the Brass Key, and what each Chief Jailor option gives you.

Ambrus’s Dungeons: Evil and Convenience is one of three Draining Dungeon activities tied to Ambrus’s Court in The Blood of Dawnwalker. It sends Coen into a blood-draining camp in Briar Sloughs, where soldiers have been bleeding prisoners into barrels and planning to torch the evidence. The quest ends with a locked cabin, a cornered Chief Jailor, and a buried stash that exposes a betrayal inside Ambrus’s own ranks.

Quick answer: Clear the camp, take the Brass Key from the table in the barn, unlock the cabin across from it, and deal with the Chief Jailor. The quest closes the moment you either loot the Ledger on his desk or dig up the buried chest by the fallen tree outside the palisade.


Camp location in Briar Sloughs and the best time to go

The camp sits in the Briar Sloughs region, just north of the Borescu Commons Shrine, on the western edge of Ambrus’s domain above the Boar’s Back forest. Fast travel to the shrine and head north — it is a walled site with a palisade gate and patrolling soldiers, so it is hard to miss once you are close.

Coen crossing a wooden bridge with the Left Shift Haste prompt on screen
Haste helps you close the distance on the approach to the camp. Image: Rebel Wolves

Either time of day works, but morning is the easier run. A dead guard lies in the torture chamber inside the camp, and during the day you can use Compel Soul on him for extra context about what the soldiers were doing. The interaction still exists at night if your Vampirism skills are far enough along, but most players reach this activity before those abilities are built up.


Clearing the camp and finding the Brass Key

Enter through the gate in the palisade. The soldiers treat Coen as a trespasser and attack immediately, so put down all four of them before you touch anything else. Loot the bodies afterwards for armor pieces, manuals, and a document called Directives from Ambrus, which lays out how prisoners are to be drained and warns guards to stop watering down the barrels.
Switch on Focus Mode and work through the camp’s points of interest. The wagons inside the walls, the barrels of blood, the pit of corpses to the right of the gate, and the hay piles stacked against the buildings all count toward the investigation.
Quest tracker showing the Investigate the camp objective while searching the draining camp
The tracker holds on “Investigate the camp” until you have checked enough of the scene. Image: Rebel Wolves
Pick up the Torn Banner lying near the corpse pit, then head northwest for the instrument of torture in the shack opposite the gate. Follow the blood trail from there to the torture chamber with the dead guard, and use what you have collected to compel his soul if you came during the day.
Coen examining a pit of bodies as the objective updates to Follow the footprints
The pit of corpses beside the gate is one of the investigation points. Image: Rebel Wolves
Go into the barn to the left of the gate. On a table inside you will find the Reprimand from Ambrus — a furious letter about barrels going missing from his shipments — and the Brass Key sitting beside it. Take both, and check the strung-up corpses in the same building while you are there.
Follow the highlighted footprints out of the barn to the building directly across from it and use the Brass Key on the door. The Chief Jailor is waiting inside, alone and pleading.
Highlighted footprints leading through the camp with the Follow the footprints objective active
The footprint trail runs from the barn to the locked cabin opposite it. Image: Rebel Wolves

Chief Jailor choice: kill, spare, or feed

The Chief Jailor falls back on the excuse that he was only following orders. You get three responses, and all of them hand you the same information about the hidden treasure. The differences are combat XP, Corruption, and a small amount of random loot.

OptionWhat happensWhat you get
You’re not going anywhere.He fights you as a light miniboss and throws projectiles if you keep your distance.Treasure Map: Hidden Stash plus random drops from his body, and combat XP.
Pay me and you walk.No fight. He tells you where he buried his treasure and leaves.The same stash location the map would have given you.
[give in to the hunger]Coen feeds on him, killing him without a fight.Treasure Map: Hidden Stash and random loot, but no combat XP and some Corruption.
Loot prompt over a table inside the cabin with a Corruption Rises notification on screen
Feeding on the Chief Jailor raises Corruption before you loot the table. Image: Rebel Wolves

Before you leave the room, read the Ledger on the desk. It shows that Ambrus’s own men have been diverting blood shipments to Bakir behind his back, which is the story payoff of the whole activity.


Treasure Map: Hidden Stash location

Once you have the map or the Chief Jailor’s directions, the stash is marked on your map while the quest is tracked. Leave through the palisade gate, turn left, and follow the walls northwest until a fallen tree comes into view. The treasure is buried right next to it.

Digging it up gets you an amulet, a pile of Denarius, and a Letter from Bakir confirming that the missing blood barrels ended up with a rival boyar. Note: if you never learned about the treasure, looting the Ledger on the desk closes the quest instead — and you can still come back and dig up the chest afterwards.


Rewards, time cost, and Ambrus’s Anger meter

DetailValue
Reward250 XP and 1 Skill Point
Time cost3 Time Segments, regardless of how you finish
CategoryDraining Dungeon, Ambrus’s Court Activities
Bonus lootTreasure Map: Hidden Stash, amulet, Denarius, Letter from Bakir
ProgressionRaises Ambrus’s Anger meter toward The Gilded Gauntlet

You will know it registered when the QUEST ENDED banner appears and the XP and Skill Point are awarded. The reward is identical whether you read the Ledger or dig up the stash, so there is no wrong ending here — only a difference in how long you spend in the camp.

Ambrus has 14 Court Activities in total, and roughly 10 or 11 of them are enough to fill his Anger meter and open The Gilded Gauntlet. Evil and Convenience is a good early pick in that run: it is short, it hands over a Skill Point, and the Letter from Bakir plants the first real hint that the vassals are working against each other.