The Ember Vault

A complete introductory adventure for Halcyon Aces

Scenario Overview

Duration: 2-3 hours | Party Size: 4 Tier 1 characters

The Ember Vault is a complete introductory adventure designed to run in a single session. It features a social encounter, an exploration sequence with branching paths, and a Boss fight with multiple victory conditions—including a peaceful resolution that rewards players for paying attention. This scenario comes with four pre-generated characters ready to play.

If you're running this as your group's first session of Halcyon Aces, it's also a teaching tool. Encounter 1 introduces checks in a low-stakes context. Encounter 2 introduces group checks, extended checks, and varied stat usage. Encounter 3 throws the party into a full Boss fight with zones, Legendary Actions, Techniques, and simultaneous objectives. By the end, your table will know how to play.

Pre-Generated Characters

The following four characters are ready to play with no modifications. Each focuses on a different primary stat, showcasing the system's range.

Rowan, the Shield

Body 4 / Heart 3 / Mind 1 / Spirit 2

Background: Soldier's Child (+1 Body, +1 Heart)
Star Sign: The Tower (+1 Guard in round 1 of combat)
Template: Sentinel (B3 H2 M1 S2) → Final stats above after Background bonuses
Vitality: 28 | Guard: 13 (base 9 + scale mail +2 + kite shield +2) | Resolve: 7
Gear: Longsword (+2 dmg, Versatile), Kite Shield (+2 Guard), Scale Mail (+2 Guard)
Trait: Parry Stance (Swordcraft T1) — Once per round, +2 Guard against one melee attack. No Reaction cost.
Technique: Iron Fortress — 2 actions, Self + adjacent ally, DC 7. Effect: Shielded (Long, +3 Guard).
Talents: Hard Marcher (+2 EV on endurance), War Scholar (+2 EV on tactics)
Perk: Thick Skin — Reduce all damage taken by 1 (minimum 1).
Playstyle: Rowan is the wall. He stands in front, absorbs hits with his massive Guard, and uses Iron Fortress to shield an adjacent ally. His weakness is Spirit—magical attacks bypass his armor entirely.

Lyra, the Flame

Body 1 / Heart 2 / Mind 3 / Spirit 4

Background: Wandering Scholar (+1 Mind, +1 Spirit)
Star Sign: The Wellspring (+1 EV on Technique activation checks)
Template: Occultist (B1 H2 M2 S3) → Final stats above
Vitality: 17 | Guard: 6 | Resolve: 9
Gear: Orb catalyst (+1 Technique EV), Dagger (+1 dmg, Light)
Trait: Arcane Spark (Magecraft T1) — Ranged Spirit attacks at Far range, +1 weapon bonus, vs. Resolve.
Technique: Frost Chains — 2 actions, Dual, Near, vs. Resolve. +1 bonus dmg. Effect: Frozen + Rooted (Short).
Talents: Arcane Reader (+2 EV on identifying magic), Occultist (+2 EV on forbidden lore)
Perk: Arcane Battery — On Technique use, if played card's base value ≤ 4, card returns to deck.
Playstyle: Lyra stays at range and controls the field. Frost Chains locks down two enemies. Arcane Spark gives her a free ranged attack every turn. She's fragile—Vitality 17, Guard 6. Rowan needs to keep enemies away from her.

Fen, the Shadow

Body 3 / Heart 1 / Mind 4 / Spirit 2

Background: Street Rat (+1 Body, +1 Mind)
Star Sign: The Mask (+1 EV on deception and disguise checks)
Template: Sharpshooter (B2 H1 M3 S2) → Final stats above
Vitality: 21 | Guard: 9 (base 8 + leather +1) | Resolve: 7
Gear: Composite Bow (+2 dmg, Quick, Precise), Dagger (+1 dmg, Light), Leather Armor (+1 Guard)
Trait: Silent Step (Shadowcraft T1) — +2 EV on stealth. Stride doesn't provoke Brace reactions.
Technique: Pinning Shot — 1 action, Single, Near/Far, vs. Guard. +1 bonus dmg. Effect: Rooted (Short).
Talents: Sharpshooter (+2 EV with bows/crossbows), Vaultbreaker (+2 EV on locks/traps)
Perk: Quick Draw — Draw 2 cards for initiative, pick 1.
Playstyle: Fen fights from Far range, locking targets down with Pinning Shot and hammering them with the Composite Bow's Quick property (no penalty on second Strike). Mind 4 means 4-card draws on every ranged attack. In non-combat, Fen is the party's scout and lockpick.

Senna, the Warden

Body 2 / Heart 4 / Mind 1 / Spirit 3

Background: Spirit-Touched (+1 Spirit, +1 Heart)
Star Sign: The Lantern (+1 EV on healing/protecting checks)
Template: Wildborn (B2 H3 M1 S2) → Final stats above
Vitality: 22 | Guard: 8 (base 7 + hide +1) | Resolve: 8
Gear: Spear (+2 dmg, Reach, Thrown, Versatile), Hide Armor (+1 Guard), Healer's Kit (5 uses)
Trait: Healing Touch (Spiritcraft T1) — 1 action, Heart DC 8. Restore Heart × 2 (= 8) Vitality to adjacent ally. On failure: Heart × 1 (= 4).
Technique: Heartmend — 2 actions, Single, Near, DC 8. +4 bonus healing. Effect: cleanse 1 status.
Talents: Beast Tongue (+2 EV with animals), Herbalist (+2 EV on plants/poisons)
Perk: Mentor's Eye — Once per rest, after an ally within Near range fails a check, let them redraw 1 card.
Playstyle: Senna is the party's lifeline. Healing Touch keeps the front line alive. Heartmend cleanses status effects and provides burst healing. The Spear's Reach lets Senna attack at Near range while staying behind Rowan. In non-combat, Senna is the face (Heart 4) and the nature expert.

Encounter 1: The Magistrate's Request

Type: Social | Primary Stats: Heart, Mind | Estimated Time: 20-30 minutes

The mining town of Cindermaw clings to the mountainside like a scar—smoke-stained buildings, soot-darkened streets, and the constant rumble of ore carts. But the carts have stopped. The mine entrance is sealed with timber and iron, and the miners gathered outside look more scared than you'd expect from people who dig rock for a living. A harried woman in a magistrate's sash approaches your group. "You're the ones who answered the posting? Good. Come inside. We need to talk before you go down there."

Magistrate Hyla Voss is pragmatic, exhausted, and hiding how scared she is. She leads the party to her office—a cramped room dominated by mining maps and stacked ledgers—and explains the situation:

Three miners entered the Ember Vault five days ago to investigate tremors shaking the town. One came back, badly burned, raving about "living fire" and "a voice in the furnace." He died the next morning. Two are still down there—presumed dead. The tremors have gotten worse. The mine is Cindermaw's only income. If this isn't resolved, the town dies slowly.

What the Party Can Learn

Each piece of information below can be gained through the listed check. The GM should let players describe their approach and assign the stat accordingly—the DCs listed assume the most natural approach.

Source & Check Information Gained
From Hyla directly
Heart DC 7
The Ember Vault was a dwarven forge-complex, abandoned centuries ago. The dwarves left something behind—a guardian spirit bound to the central furnace. Old records call it the Ember Warden. Hyla suspects the tremors have woken it. She's offering 50 silver per head—serious money for Cindermaw.
From the surviving miners
Heart DC 9, or Body DC 11 to intimidate
The vault's lower levels are flooded with heat. The "living fire" moved like it was thinking—it didn't chase them, it herded them toward a central chamber. The burned survivor kept saying "the stones, the stones are cracked."
From Hyla's records
Mind DC 10, takes 10 minutes of searching
CRITICAL INFORMATION: The Ember Warden was bound by a dwarven ritual inscribed on four anchor stones arranged around the forge's central furnace. If the stones are damaged or corrupted, the binding weakens. A sufficiently skilled mystic might be able to re-bind or calm the spirit. This is the critical information for the peaceful Boss resolution.
From observing Hyla closely
Mind DC 12, or Heart DC 10
She's hiding something. Pressed further (Heart DC 10 after the initial success): Hyla admits the mine's recent expansion broke through a wall into the vault's lower levels. That's what triggered this. She's worried about liability—if the miners' families find out the tremors were caused by her expansion orders, she'll lose her position. This doesn't affect the dungeon mechanically, but it's rich roleplay fuel.
GM Notes: Encounter 1

This encounter teaches the check system in a low-stakes context. Let players explore which stats they want to use for different approaches. If Rowan wants to intimidate Hyla (Body), let him try—but she responds better to empathy (Heart) than threats, so raise the DC.

The anchor stone information is the scenario's hidden critical path. If the party learns about the binding ritual here AND explores the right path in Encounter 2, they can resolve the Boss fight peacefully. If they miss both opportunities, they'll have to figure it out during the fight—or just kill the Warden by force. Both are valid outcomes.

Spend about 20 minutes here. Don't rush it—social scenes are where players define their characters' personalities.

Encounter 2: The Descent

Type: Exploration | Primary Stats: Body, Mind, Spirit | Estimated Time: 30-45 minutes

The mine shaft groans as you descend. Timber supports creak with each tremor, and dust falls in thin streams from the ceiling. The air grows hotter with every level. By the time the carved stone of the old dwarven vault replaces the rough mine walls, you're sweating through your armor. The passage opens into a vast chamber—the Vault Antechamber. Dwarven carvings line the walls: images of smiths working a great forge, with a pillar of fire at its center wearing something like a crown. Two corridors branch ahead. The left is dark and silent. The right flickers with orange light and pulses with radiating heat.

The Vault Antechamber

The Antechamber is safe but warm. Dwarven carvings on the walls depict the forge's history. A Mind DC 8 check to study them reveals that the "crowned fire" in the carvings is the Ember Warden—depicted as a protector, not a destroyer. It was honored by the dwarves, not feared.

From here, the party can explore two paths. Both lead to the Forge Approach—the chamber before the Boss arena—but offer different challenges and rewards. The party can split up (risky but faster) or take one path together.

Left Path: The Flooded Gallery

The corridor slopes downward into darkness. Within thirty paces, your boots splash into water—warm, murky, and rising. By the time the passage levels out, it's waist-deep. The surface steams. Somewhere ahead, something is dripping in a slow, echoing rhythm.

Stage 1: The Wade

A long hall half-submerged in scalding geothermal runoff. Body DC 9 group check. Characters who fail take 3 damage from scalding. Rowan's Hard Marcher Talent applies: +2 EV on the Body check for endurance.

Stage 2: The Collapse

At the far end, a collapsed section blocks the passage. Multiple solutions:

  • Body DC 10 to clear the rubble by force.
  • Mind DC 12 to find a side passage through a cracked wall (Fen's Vaultbreaker Talent applies: +2 EV).
  • Spirit DC 10 to sense the thinnest point in the wall and break through there (lowers the Body check afterward to DC 7).

Stage 3: The Anchor Stone

Beyond the collapse, the party finds a small chamber containing Anchor Stone #1—one of the four binding stones. It's cracked but intact, humming with faint warmth.

  • Spirit DC 10 check reveals the binding magic is weakened but holding.
  • Mind DC 10 check (or Arcane Reader Talent) reveals the inscriptions match the dwarven ritual mentioned in Hyla's records.

If the party already learned about the anchor stones in Encounter 1, this confirms the information and gives them confidence. If they didn't, this is their second chance to learn about the re-binding ritual.

Right Path: The Ember Gauntlet

Heat hits you like a wall. The corridor ahead is lined with vents in the floor and walls, each one spitting a jet of orange flame at irregular intervals. The pattern looks random—but you notice the jets follow a sequence, firing from left, then right, then both, then a pause. Through the shimmer of superheated air, you can see the passage opens into a wider space beyond.

Extended Check: The Ember Gauntlet

  • Progress Threshold: 12
  • DC: 9
  • Round Limit: 4
  • Stat: Body (dodging the jets) or Mind (timing the pattern). Player describes their approach; GM assigns the stat.

Each round, every participating character makes a check. Successful checks add their margin (EV minus DC) to a shared progress pool. Characters who fail take 2 fire damage that round.

  • If the party reaches 12 progress: They emerge safely into the Forge Approach.
  • If the round limit expires: They're forced back to the Antechamber, scorched. Each character takes 4 additional fire damage.

The Forge Approach

The corridor widens into a vaulted antechamber. The heat is intense but bearable. Ancient dwarven weapon racks line the walls—most empty, a few still holding rusted blades. At the far end, a massive pair of stone doors stand ajar, their surfaces etched with the same crowned-fire symbol you saw in the Antechamber. Through the gap, you see flickering orange light and hear a low, rhythmic thrumming—like a heartbeat made of fire.

This is the party's last safe space before the Boss fight. They can take a Breather here (shuffle entire fatigue pile back into deck, no Vitality recovery). Remind the players of the Breather rules—this is the intended rest point.

If anyone examines the weapon racks (Mind DC 7), they find a single intact dwarven short sword with unusual properties: +2 dmg, Light, and Spirit-Touched (+1 bonus damage against spirits and incorporeal creatures). This is a useful find for the Boss fight.

GM Notes: Encounter 2

This encounter teaches group checks, extended checks, and the importance of stat variety in exploration. The two paths serve different party compositions: the Flooded Gallery rewards Body and Spirit; the Gauntlet rewards Body and Mind. The Anchor Stone discovery is the key reward from the Flooded Gallery.

If the party splits up: each group faces their path with fewer checks, making failure more likely. This is a natural consequence, not a punishment. If they all go right (Gauntlet), they miss the Anchor Stone—and the peaceful resolution becomes much harder (but not impossible; see the Boss fight).

The Forge Approach Breather is critical. If the party skips it (unlikely but possible if they're impatient), they'll enter the Boss fight with thinner decks. Let them make that choice—and let them feel the consequences.

Encounter 3: The Forge of the Ember Warden

Type: Boss Fight | Estimated Time: 45-75 minutes

The stone doors grind open onto a cathedral-sized chamber. At its center, an enormous dwarven furnace rises from the floor like a basalt throne, its surface etched with runes that pulse with angry orange light. Four stone pillars—the anchor stones—stand at the chamber's cardinal points, their surfaces cracked and blackened. The heat is physical, a weight pressing against your skin. And above the furnace, wreathed in fire that bends like a living thing, hovers the Ember Warden. It was beautiful once, you think. A spirit shaped like a great stag made of molten light, its antlers branching like forge-hammered iron. But something is wrong. The fire burns black at the edges. The antlers are jagged. The eyes hold no recognition—only purpose. The furnace roars, and the Warden turns toward you.

Arena Layout

Five zones arranged around the central furnace. Draw this for your players or describe it clearly—positioning is critical.

Zone Features Notes
South Entry Cover (+2 Guard vs. ranged).
Connected to: Forge Center.
Party starts here. Good defensive position for round 1.
Forge Center Hazardous (2 fire dmg to creatures starting turn here).
Connected to: all zones.
The furnace. The Warden starts here. Dangerous to occupy.
North Alcove Elevated (+1 EV on ranged attacks).
Contains Anchor Stone #2.
Connected to: Forge Center.
Best position for Fen (ranged attacks from elevation).
East Alcove Contains Anchor Stone #3.
Scattered dwarven tools (improvised weapons).
Connected to: Forge Center.
Tools can be used as improvised weapons (+0 dmg, Thrown Near).
West Alcove Difficult Terrain (rubble, Stride costs 2 actions).
Contains Anchor Stone #4.
Connected to: Forge Center.
Harder to reach. The Warden may try to Ignite this stone last.

If the party explored the Flooded Gallery, they already found Anchor Stone #1 in a separate chamber. It's intact and doesn't appear in this arena. The Boss fight involves the remaining three stones.

The Ember Warden [Boss]

Ember Warden

A corrupted fire spirit in the form of a great stag of molten light. Once a guardian, now a threat.

Stats: Body 3 | Heart 3 | Mind 2 | Spirit 4
Vitality: 60 | Guard: 8 | Resolve: 9
Weapon: Flame Antlers (+3 dmg, Engaged. Inflicts Burning on hit.)
Actions/Turn: 4 | Card Method: Dedicated 52-card deck. EV floor: 8.
Fire Aura: Enemies Engaged with the Warden take 1 fire damage at the start of each of their turns.
Spirit Creature: Cannot be Rooted or Stunned by physical (Body-based) effects. CAN be affected by Spirit or Heart effects.
Technique — Blazing Charge: 2 actions. Moves up to 2 zones and Strikes. +4 bonus dmg, vs. Guard. All creatures in the target zone take 2 fire damage.
Technique — Inferno Pulse: 3 actions, Sweep (all Near), vs. Resolve. +3 bonus dmg. Effect: Burning (Short). Recharge: once per 3 rounds.
Legendary Actions: 2/round.
(1) Flame Jet: one target at Near, Spirit vs. Resolve, +2 dmg.
(2) Ignite: set one Anchor Stone burning (see Anchor Stone rules below).
Phase 2: At 30 Vitality: The furnace erupts. Forge Center hazard increases to 3 fire dmg. Warden gains +1 to all attack EV. Fire Aura deals 2 dmg. Two Fire Wisp Minions appear in Forge Center. "The furnace erupts. The Warden's scales crack and flame pours from within."
Tactics: Opens with Inferno Pulse to catch the party clustered in South Entry. Then Blazing Charges isolated targets. Uses Ignite Legendary Action to burn Anchor Stones—prioritizes undefended stones. In Phase 2, the Wisps harass the backline while the Warden focuses the front.

Fire Wisp [Minion] (Phase 2 only)

Fire Wisp

A sputtering fragment of the Warden's flame, broken off and hostile.

Stats: Body 1 | Heart 1 | Mind 1 | Spirit 2
Vitality: 6 | Guard: 5 | Resolve: 7
Weapon: Flame Touch (+1 dmg, Engaged, vs. Resolve)
Actions/Turn: 2 | Card Method: Fixed value 6.
Incorporeal: Physical attacks deal half damage (rounded down).
Volatile: When reduced to 0 Vitality: explodes, dealing 2 fire damage to all creatures in the zone.
Tactics: Swarm the healer or caster. Fragile, but the explosion punishes melee attackers who drop them in close quarters.

Anchor Stone Rules

The Anchor Stones are the encounter's alternative victory path—and the Warden's strategic target. Each stone has 8 Vitality and Guard 5. They're objects, not creatures—they don't act or defend themselves.

Anchor Stone Mechanics

  • Attacking a Stone: Any character or enemy can attack a stone as a normal Strike vs. Guard 5.
  • Ignite (Legendary Action): The Warden sets a stone burning. A burning stone loses 2 Vitality per round. Any character adjacent to a burning stone can spend 1 action to extinguish it (automatic, no check).
  • Stone Destroyed: When an Anchor Stone reaches 0 Vitality, it shatters. The Warden heals 5 Vitality and permanently gains +1 to its EV floor.
  • Re-binding the Warden (Alternative Victory): A character who knows about the binding ritual (learned in Encounter 1 or by examining the stones with Spirit DC 10 during the fight) can attempt to re-bind the Warden. This requires an extended Spirit check performed at 3 intact Anchor Stones (the character must be adjacent to a stone). Progress Threshold: 10, DC 10 (Spirit), round limit: 5. If successful, the Warden's corruption breaks. It calms, the fires die, and the spirit returns to peaceful dormancy. This ends the encounter.
  • If all 3 arena stones are destroyed: The Warden permanently gains +2 to all stats, heals to full Vitality, and cannot be re-bound. The only option is destruction by force. This is a failure state the party can still survive—barely.
The Stone Dilemma

This fight presents the party with simultaneous objectives: damage the Warden, protect the stones from its Ignite Legendary Action, and (optionally) perform the re-binding ritual. A party that splits focus intelligently—fighter holding the Warden, archer extinguishing burning stones, mage performing the ritual—will find this manageable. A party that tunnels on damage alone will win eventually, but they'll burn through resources and risk losing the stones.

The tension is intentional. Every round, someone has to choose between dealing damage and saving a stone. That choice is the encounter.

Combat Flow

Round 1: The Warden opens with Inferno Pulse (devastating AoE that hits the entire party clustered in South Entry). This establishes it as a genuine threat and forces crisis mode immediately. Senna needs to heal, Rowan needs to tank, and the party can't afford to cluster anymore.

Rounds 2-3: The Warden uses Blazing Charge on isolated targets. Uses Legendary Ignite to burn stones—party must decide: damage the Warden or save stones? Positioning becomes critical.

Phase 2 (at 30 Vitality): Dramatic transition. Fire Wisps appear, hazard increases, pressure spikes. If the party is attempting re-binding, they must protect the ritual caster.

Rounds 4-6: By now, decks are thin. Every card matters. By round 5, players may have 15-20 cards remaining. That's the sweet spot—victory feels earned because resources were genuinely strained.

Resolution & Aftermath

Outcome Result Rewards
If the Warden is destroyed The furnace goes dark. The tremors stop. Cindermaw is safe, but the ancient guardian is gone forever. Magistrate Voss pays the party and expresses quiet relief, though the mines will take weeks to reopen. The party earned their coin through steel and fire. 50 silver each
2 AP
Spirit-Touched sword (if found)
If the Warden is re-bound The spirit settles into dormancy. The fire in its antlers fades from black-edged fury to a steady, warm gold. The furnace hums—not with destructive heat, but with the gentle warmth of a forge well-tended. The mines are safe, and the Warden may prove beneficial: the forge's heat could be harnessed for smithing, making Cindermaw a hub of craftsmanship. Magistrate Voss is astonished. "You didn't just save the town. You gave it a future." 50 silver each
3 AP (bonus for peaceful resolution)
Ember Shard (unique consumable: +2 bonus damage on one Technique, single use, flavored as a fragment of the Warden's gift)
Story reward: The gratitude of a fire spirit—the Warden might be called upon once in a future session as a favor from an ancient guardian.
Session Complete!

By the end of this scenario, your table has experienced: card resolution, Resonance, the three-action economy, combat zones, Techniques, Legendary Actions, initiative, group checks, extended checks, phase transitions, and the deck-as-resource economy. You're ready to run full campaigns of Halcyon Aces!

Total expected card usage: Roughly 27-43 cards per player across the session. No character hits deck exhaustion, but everyone feels the squeeze by the boss fight. That's the target.