On this page · 7 sections
Quick Answer
Below is every quest we have confirmed in the prologue and the first five days of The Blood of Dawnwalker, with its reward and the quest family it belongs to. Twelve belong to the prologue, and Days 1–5 add twenty-three more, most of them Ambrus contracts.
Rewards are listed exactly as documented. Where a reward is variable — Blasphemy, Deep Down — the range is shown rather than a single number.
This is a reference page. If you want objectives, dialogue choices and route advice, use the full walkthrough instead. If you want to know which of these are worth your 30-day budget, start with the priority column.
Prologue Quests
The prologue runs from the opening scene in Laslea Glen to the blood mass. Only a limited number of quests can be picked up before sundown, and anything still in progress when the sun sets will fail.
| Quest | Reward | Priority note |
|---|---|---|
| All Good Things | N/A | Story. Teaches hand-to-hand then vampiric combat and Shadowstep. |
| Withering Away | 100 XP | Story. Also 250 XP for chopping wood and 250 XP + 25 Denarii for the breakfast scene. |
| Page-Turner | 100 XP | Optional. Cheap XP before the mass. |
| Like Father, Like Son | 100 XP, Charge Skill Manual | Story. Teaches blocking and the unblockable kick. |
| Live Bait | 100 XP | Optional. Opens by speaking to Yanna at the stream. |
| Dead Drop | 100 XP, Ring of Purging, 24 Denarii | Optional. Best accessory payout of the prologue. |
| Blasphemy | 75–850 XP, possibly 25 Denarii, possibly a Daylight Amulet | Optional. Highly variable reward — worth attempting early. |
| Enter Not | 100 XP | Optional. |
| If a Tree Falls in a Forest... | 100 XP, 2 Regenerative Salves, Witch’s Pendant | Optional. Strong consumable and trinket value. |
| Deep Down | 250 XP, 25–50 Denarii, Master Light Bracers, Superior Shortsword | Do this first. Armour plus the best early weapon. |
| Sacred Covenant | 250 XP | Story. The blood mass at Laslea church. |
| Bad Blood | 700 XP | Story. The mines, the escape and the first Brencis fight. |
Prologue priority order
Deep Down → Dead Drop → If a Tree Falls in a Forest… → Blasphemy → the story quests. You will not fit all of them before sundown, and that is intended.
Ambrus Contract Lines
From Day 1 onward, most repeatable work in Vale Sangora comes from the Ambrus family, split into named lines: Collectors, Transports, Prisoners, Cellars and Dungeons. They are the reliable source of XP and skill points, and they are also the easiest content to over-commit to.
| Line | Contracts confirmed | Typical reward |
|---|---|---|
| Collectors | Wetland Helpers (D1), Unsavoury Solutions (D3), Bounty of the Mire (D4) | 250 XP plus Blood Leeches; skill point from D3 onward |
| Transports | Roadside Surprise (D2), Bloody Business (D3) | 250 XP, potions, skill point from D3 |
| Prisoners | Fate’s Mercy (D3), Lucky Crossing (D4) | 250 XP plus skill point; Lucky Crossing unlocks the Swordmastery trainer |
| Cellars | Seeing Red (D4) | 500 XP and 1x Skill Point |
| Dungeons | Evil and Convenience (D2), Twists and Turns (D3) | 250 XP, recipes and amulets; skill point from D3 |
Day 1
| Quest | Reward | Priority note |
|---|---|---|
| Smoke and Ashes | 150 XP, Burning Blood and Astral Communication abilities | Story. Unlocks Compel Soul and shifts the Day Phase. |
| From Above | Briar Sloughs Points of Interest unlocked | Do early — unlocks the rest of the region. |
| Briar Sloughs Soldier Camp | 2x Skill Manuals | High value: two manuals for one clear. |
| Briar Sloughs Murohn’s Lair | 100 XP and a Skill Manual | Pairs with the camp above. |
| A Pilgrimage for Power: Bear Trouble | 75 XP, Ravenous Flock Manual, Quickcast Amulet | Low XP, good trinket. |
| Ambrus’s Collectors: Wetland Helpers | 250 XP and 5x Blood Leeches | First Collectors contract. |
Day 2
| Quest | Reward | Priority note |
|---|---|---|
| The Firebrand | 75 XP | Optional. |
| Under Watchful Eyes | 250 XP | Optional, solid XP. |
| Taking Back What’s Mine | Your weapons, recovered from Stoneward Post | Do this first if you are under-geared. |
| Ambrus’s Transports: Roadside Surprise | 250 XP and a Kobold’s Blood potion | Starts the Transports line. |
| Ambrus’s Dungeons: Evil and Convenience | 250 XP, Amulet of Endurance, Recipe for Minor Keen Eye Potion, 60 Denarii | Best single reward on Day 2. |
Day 3
| Quest | Reward | Priority note |
|---|---|---|
| Shadow in the Woods | 1,000 XP | Biggest XP payout of the opening week. |
| Ambrus’s Prisoners: Fate’s Mercy | 250 XP and 1x Skill Point | Skill point. |
| Ambrus’s Collectors: Unsavoury Solutions | 250 XP, 11x Blood Leeches, 1x Skill Point | Skill point. |
| Ambrus’s Transports: Bloody Business | 250 XP and 1x Skill Point | Skill point. |
| Ambrus’s Dungeons: Twists and Turns | 250 XP and 1x Skill Point | Skill point. |
Day 3 is a skill-point day
Four of the five Day 3 quests pay a skill point. If you are behind on perks, this is the day to spend your time budget on.
Day 4
| Quest | Reward | Priority note |
|---|---|---|
| Forge It Anew: Do Not Disturb | 250 XP | Optional. |
| Star-Crossed Lovers | 100 Denarii, 100 XP, Recipe for Minor Vitality Balm | Good cash plus a recipe. |
| Ambrus’s Cellars: Seeing Red | 500 XP and 1x Skill Point | Highest XP on Day 4. |
| Ambrus’s Prisoners: Lucky Crossing | 250 XP, Ursul unlocked as Swordmastery trainer | Do this if you build around the sword. |
| Ambrus’s Collectors: Bounty of the Mire | 250 XP, 1x Skill Point, 18x Blood Leeches | Skill point. |
Day 5
| Quest | Reward | Priority note |
|---|---|---|
| A Good Deed Is Its Own Reward | Artisanal Cardinal Bracers | Armour reward. |
| Buried Past (Pt. 1) | N/A | Setup beat — pays nothing yet. |
| The Gilded Gauntlet | 500 XP, 1x Skill Point, Ambrus’s Cuirass, Ambrus’s Sword | Best overall haul of Days 1–5. |
Sources
Related Guides
Full Walkthrough
Objectives and choices for each of these quests.
Beginner Guide
Which early quests to prioritise and why.
30-Day Time System
What each quest costs you in time.
Characters
Who is who in Vale Sangora.
FAQ
How many quests are in The Blood of Dawnwalker?
We cannot give a verified total. What we can confirm is the full prologue set and the Day 1–5 set listed above. The game is designed so you cannot complete every quest in a single 30-day run, so a completionist count is not really the point.
Which early quest gives the best gear?
Deep Down in the prologue (Master Light Bracers and a Superior Shortsword), and The Gilded Gauntlet on Day 5 (Ambrus’s Cuirass and Ambrus’s Sword).
Do quests expire?
Yes. During the prologue, any quest still in progress when time passes sundown will fail. Later, quests expire simply because the 30-day window closes before you reach them.
Are Ambrus contracts worth doing?
They are the most reliable source of XP and skill points, with every line paying a skill point from Day 3 onward. The risk is spending too many time segments on them and missing story threads.