Ambrus’s Collectors is a three-part chain of Court Activities in The Blood of Dawnwalker, and it is one of the easiest ways to start raising Ambrus’s anger early in the game. Every part follows the same shape. You walk into a swamp camp full of Vrakhiri soldiers, kill them, and wreck the barrels of leeches they are collecting for their vampire lord. The last camp adds a boss.
Quick answer: Clear all three leech camps in Briar Slough — kill the camp guards, then interact with the leech barrels to destroy them. The three quests are Bounty of the Mire, Wetland Helpers, and Unsavoury Solutions, each costing 3 time segments, and the final one ends with The Bloodletter boss.
The three Ambrus’s Collectors quests and their time cost
All three sit under Ambrus’s Court Activities, they are available from level 1 once the Prologue is done, and they share identical objectives. The only real difference is the camp you are standing in and what waits at the end of the third one.
| Quest | Objectives | Time cost |
|---|---|---|
| Ambrus’s Collectors: Bounty of the Mire | Defeat the camp guards, destroy the leech barrels | 3 time segments |
| Ambrus’s Collectors: Wetland Helpers | Defeat the camp guards, destroy the leech barrels | 3 time segments |
| Ambrus’s Collectors: Unsavoury Solutions | Defeat the camp guards, destroy the leech barrels, defeat The Bloodletter | 3 time segments |
Nine time segments for the full set is not trivial. A day and a night is split into eight segments, and you only get 30 days before Brencis’s ceremony, so treat this chain as a single planned trip into the swamp rather than something you drop in and out of.
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Court Activities are not handed to you on the map. Until you physically stumble into one, it shows up as an “Unknown Activity” marker at best, which is why plenty of players finish the game without ever seeing this chain. The Collectors camps are all in the bogs of Briar Slough, in the wetland stretch around Southern Swampside, and they are close enough together that you can walk between them.
The first camp announces itself with an “Ambrus’s Leech Pickers” prompt and an objective to find out what Ambrus’s soldiers want with leeches. Once a quest is active, open the map, select the objective marker, and track it. The journal entry then points you straight at the barrels rather than making you sweep the marsh.

The chain also unlocks through paperwork. Looting the fallen soldiers and searching the barrels at the first camp turns up written orders from Ambrus, and that document opens the follow-up quests instead of forcing you to find every camp by exploration. If you see a New Quest panel pop up for Unsavoury Solutions, hit TRACK immediately so the second and third camps get their own markers.

How to clear each camp


The leech barrel choice and every outcome
The collectors are civilians Ambrus has pressed into gathering leeches, and the journal tracks five distinct ways each camp can end. None of them locks you out of the questline, but they do change how the entry reads afterward.
| Outcome | What it means |
|---|---|
| Barrels destroyed | The camp cannot deliver anything to Ambrus for a long while. |
| Destroyed despite pleas | The collectors asked you to stop and you smashed the barrels anyway. |
| Barrels spared | You listen to the collectors so they are not punished for the loss. |
| Collectors killed | They tried to defend the barrels and died before you wrecked the stash. |
| Camp left alone | You walk away entirely and keep your time segments for Brencis. |
Note: sparing the barrels still resolves the quest, but destroying them is what actually cuts off the shipment. If you are running these to build anger against Ambrus, smash them.
The Bloodletter boss fight and rewards
Unsavoury Solutions is the payoff. After the last set of guards falls and the final barrels are gone, a named enemy called The Bloodletter appears with his own health bar. He is a straight duel rather than a puzzle fight, so the usual rules apply. Watch the direction of his swings, parry on the matching side, and bank your activation charges for a Hex or an execution.

Loot his body immediately. The Bloodletter carries the best drops in the chain, including a Phial of Bakir’s Blood, Fortitude Paste, and New Orders from Ambrus. The wider camp run also turns up gear worth keeping, such as Brenca’s Elite Soldier’s Fibula, the Flex Master’s Amulet, a Dyed Long Messer, and a Master Fencer Manual. Bounty of the Mire additionally pays out a Skill Point.
How to confirm all three quests are complete
Each quest closes with a journal update and a jump in the in-game clock — three segments per camp, which is why you will often see the time roll from day into Moonrise or from night into morning as you finish one. Check the Court section of your journal. All three Ambrus’s Collectors entries should be moved out of the active list with a closing outcome line attached.
If a quest refuses to complete, it is almost always one of two things. Either a guard is still alive somewhere on the edge of the camp, or a set of barrels was missed — the objective specifically requires you to interact with them, and killing everyone nearby does not destroy them automatically.
There are 41 Court Activities in total across Ambrus, Bakir, and Xanthe, and you do not need all of them. Roughly three quarters is enough to push a vampire lord’s anger high enough to trigger their boss quest, and these three leech camps are among the cheapest and most straightforward contributions on Ambrus’s side of the board. Save manually before you take on the boss quest they eventually unlock, because reloading is the only way to go back for side content once the main story starts closing.






