TEXT: By Quinn Murphy
  Archaeology in Aspenthar
  Archaeology in Aspenthar
  PATHFINDER SOCIETY QUEST #6 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Roleplaying Guild Guide at 
  http://www.organizedplayfoundation.org/paizo/guides/. 
  This scenario has no scenario tags.
  Pathfinder Society Quest #6: Archaeology in Aspenthar is a Pathfinder Society Quest 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a quest, 
  this adventure is designed to take about 1 hour to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How To Play
  GM Resources
  Archaeology in Aspenthar makes use of the Pathfinder Core Rulebook and Pathfinder 
  Bestiary. as well as Pathfinder Flip Mat: Asylum. All rules referenced in this adventure 
  are available in the free online Pathfinder Reference Document at paizo.com/prd, and the 
  creature stat blocks from the Bestiaries are reprinted at the back of the adventure for the 
  GM’s convenience.
  Table of Contents
  Archaeology in Aspenthar . . . . . . . . . . . . . . . . . . . . .3
  Handout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . .9
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 10
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  11
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  AUTHOR
  Quinn Murphy
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Leo Glass
  EDITOR
  Avi Kool, Lu Pellazar
  COVER ARTIST
  Firat Solhan
  CONTRIBUTING ARTISTS
  Nicolas Espinoza
  CARTOGRAPHER
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Quest
  Archaeology in Aspenthar
  •Aspenthar
  •Aspenthar
  THUVIA
  THUVIA
  Archeology in Aspenthar sees the PCs traveling to 
  a ruin outside of Aspenthar, a city that provides the 
  nation of Thuvia with port access to the Inner Sea. More 
  information on Thuvia can be found on pages 56–57 of 
  the Pathfinder Lost Omens World Guide, available from 
  your friendly local game store and at paizo.com.
  WHERE ON GOLARION?
  By Quinn Murphy
  GM Synopsis
  In this short adventure, the PCs construct a bridge, 
  inspect an ancient ruin, and defeat a guardian golem.
  Adventure Background
  When Osirion’s Ruby Prince, Khemet II closed off the 
  nation’s ancient ruins to explorers. Prince Zinlo of 
  Aspenthar, a city-state in neighboring Thuvia, saw an 
  opportunity. Zinlo opened up the ancient ruins in and 
  around Aspenthar, selling permits for exploration of 
  these ruins at a high premium to any who can afford 
  the cost. Some of the sites harbor artifacts and magic 
  from Ancient Osirion, but just as many don’t, though 
  this doesn’t concern the prince in the slightest. As long as 
  he continues generating extra revenue with the licenses, 
  he’s happy to let seekers of ancient mysteries take a 
  gamble. Luckily for Zinlo, there are many willing to take 
  the risk for the sake of knowledge and exploration. The 
  Pathfinder Society is one of the first groups willing to see 
  what Aspenthar’s ambitious ruler has to offer.
  Adventure Summary
  The PCs receive a letter from Ambrus Valsin instructing 
  them to travel to Aspenthar. The Pathfinder Society 
  needs them to explore a ruin with purported ties to 
  Ancient Osirion, which the Society recently acquired an 
  exploration license for. The PCs meet a representative for 
  Prince Zinlo, who sends them off with a local guide to 
  the seaside cliff where the ruin is located.
  The PCs will need to navigate down the cliff face, 
  creating a path for a full exploration team to use later. 
  Once they reach the bottom, the PCs will perform initial 
  exploration as they secure the site. 
  On the site, the PCs find clues that its origins are 
  not what the Society was told they were. They find the 
  machines and alchemy of a Jistkan laboratory instead of 
  an Ancient Osirian site.
  At the end of their exploration, the PCs find themselves 
  facing off a partly functioning alchemical golem with 
  orders to attack all intruders. After the PCs defeat the 
  golem, they meet up with the rest of the exploration team 
  and relay what they have found, concluding the quest.
  Getting Started
  The PCs’ primary briefing is in the form of a letter from 
  Venture-Captain Ambrus Valsin. Hand the PCs Handout: 
  Letter From Ambrus Valsin (see page 8). When the PCs 
  have each read their mission briefing, give them an 
  opportunity to attempt the following checks to see what 
  they know about Thuvia and Prince Zinlo.
  Academia Lore or Thuvian History Lore 
  (Recall Knowledge)
  Based on the result of a DC 15 Academia Lore, Thuvian 
  History Lore, or other appropriate lore check to Recall 
  Knowledge, the PCs might know more information 
  relevant to this adventure about the history of Thuvia.
  Critical Success: Thuvia was once occupied by the 
  Jistka Imperium, who were known for their great 
  mechanical aptitude and facility with magical constructs 
  such as golems.
  Success: Thuvia’s position in central Garund means 
  that it was controlled by multiple powers during 
  its history, including the Osirian Empire and the 
  Jistka Imperium.
  Failure: The PC learns no information.
  Critical Failure: Thuvia was under the sole control of 
  the Osirian Empire going back thousands of years.
  Society (Recall Knowledge)
  Based on the result of a DC 15 Society check to Recall 
  Knowledge, the PCs might know more information 
  about Prince Zinlo and the city-state of Aspenthar.
  Critical Success: Prince Zinlo’s rush to sell permits for 
  dig sites means that it’s highly unlikely anyone knows 
  what is actually in any of the sites. Thuvia has been 
  occupied by many powerful empires over the centuries, 
  including the Jistka Imperium. 
  
  4
  Pathfinder Society Quest
  Archaeology in Aspenthar
  Gol Amri
  Success: Prince Zinlo is one of the most powerful 
  figures in Thuvia, though his reputation is as a 
  callous and ambitious man with little concern for 
  leisure or scholarly pursuits.
  Failure: The PC learns no information.
  Critical Failure: Prince Zinlo is known to 
  be ambitious but also has a reputation for 
  fairness, honesty, and benevolence.
  Read or paraphrase the following to 
  begin the adventure.
  The streets of Aspenthar showcase the 
  trappings of wealth and militarization in 
  equal measure. The main road cutting 
  through the heart of the city is patterned 
  with brilliant mosaic stonework, and 
  to each side are seemingly endless 
  rows of proud and opulent structures.
  The neatly ordered streets give 
  way to the city’s chaotic and bustling 
  docks, where a Garundi woman waits wearing subtle but 
  expensive-looking clothing. She extends her hands in a grand 
  welcoming gesture.
  “Welcome, Pathfinders. I am Gol Amri. I greet you as 
  a representative of the great Prince Zinlo. Let us conduct 
  our business! I am sure you are eager to search for hidden 
  treasures, and I wish you no delay.”
  Gol Amri is big on formalities and grand gestures, but 
  she becomes condescending and dismissive if characters 
  ask for more information. She has been sent by the prince 
  to make a grand entrance and to connect the PCs to their 
  guide, and nothing more.
  The guide arrives shortly after the PCs do, just long 
  enough for Gol to start to become impatient. His name 
  is Sefu Moyo. Sefu is a Taralu dwarf from the Mwangi 
  Expanse with dark skin and vibrantly colored hair. 
  He introduces himself to the PCs, warding off Gol’s 
  reprimands with a charming smile. 
  Sefu asks the PCs if they are ready to go. He leads 
  them away with a brief nod to Gol once they confirm 
  they’re ready.
  If PCs talk to Sefu along the way, he is unable to 
  give them any useful information regarding the content 
  of the site. He diplomatically states that he thinks it’s 
  unlikely anyone knows what’s in the site for certain, 
  but he doesn’t say anything that might be construed as 
  discontent or doubt related to Prince Zinlo.
  Boons and Hero Points: Give the PCs a few moments 
  to slot their boons for the adventure and let each PC 
  know that they have 1 Hero Point available for use 
  during the adventure.
  A Dangerous Descent
  Read or paraphrase the following when the PCs arrive at 
  the site.
  Sefu  marches along the waterside edge of 
  Aspenthar, leaving the city and continuing on 
  for nearly an hour to a seemingly unremarkable 
  stretch of land bordered by a cliffside overlook 
  of the Inner Sea. The terrain grows gradually 
  steeper, and by the time Sefu motions to stop, he 
  stands in the biting wind as large waves crash 
  and rumble against the cliff.
  Leaning through the biting wind, Sefu 
  points downward to a barely visible 
  landing that juts out from the cliff face, 
  about sixty feet down. 
  He grunts lightly. “It’s not exactly 
  what I’d call a fun climb, but that’s the 
  site down there.”
  Sefu provides the PCs with a 60-foot-long rope ladder 
  and a crate of metal anchors provided by the Pathfinder 
  Society. He tells the PCs that the exploration team needs a 
  ladder securely attached to the site entrance, which means 
  the PCs must first climb down the hard way. Once the 
  PCs are ready to descend the cliff, he bids them farewell 
  and wishes them good luck before returning to Aspenthar.
  Descending the Cliff
  The PCs must descend the cliff, anchoring the rope ladder 
  as they go. The climb itself is difficult enough, but winds 
  and crashing waves make the trip particularly treacherous, 
  threatening to toss the PCs into the water below. 
  Allow the PCs some time to survey the cliffs and 
  formulate a strategy for climbing. With a successful DC 18 
  Nature check (DC 22 in Subtier 3–4), the PCs find natural 
  handholds, granting a +1 circumstance bonus to Athletics 
  checks to Climb. Pairing with another climber allows each 
  PC in the pair to get a +2 circumstance bonus on the Grab 
  an Edge reaction if they fail their check to Climb.
  At least two PCs need to climb and anchor rope in order 
  for the other PCs to use the rope ladder and climb safely. 
  More PCs can climb down at the same time to aid in the 
  setting up of the rope ladder. Each Climbing PC must 
  attempt three Athletics checks, with the difficulties on 
  the table below. 
  Climb DC (Subtier 3–4)
  Falling Damage (3–4)
  14 (17)
  20 (35)
  18 (21)
  10 (20)
  16 (19)
  5 (10)
  
  5
  Pathfinder Society Quest
  Archaeology in Aspenthar
  Sefu Moyo
  As a group, the PCs must succeed at each at 
  least 5 checks to Climb to anchor the ladder.
  If a PC fails a check, they fall and must 
  attempt to Grab an Edge, attempting  a 
  Reflex save with the same DC as the failed 
  check. Thanks to the ropes, guides, and 
  handholds available, the PCs do not take 
  any damage if they succeed to Grab an 
  Edge. If they fail the Reflex save, they fall 
  into the water below, taking damage 
  as noted in the table on page 4. The 
  damage values on the table account 
  for both the distance fallen and the 
  relatively soft landing provided by 
  the water below. A PC who falls can 
  swim through the relatively calm 
  water to the entrance of the site 
  without risk of drowning, as long 
  as they are still conscious.
  A. Ancient Jistkan 
  Laboratory
  This site is not Osirian; it’s an ancient Jistkan alchemy 
  and construct laboratory. Sponsored by high-ranking 
  Jistkan officials, the laboratory was used to develop 
  advances in secret to keep the Jistkan Imperium always 
  ahead of its rivals. 
  The lab didn’t live up to the hopes of its sponsors, 
  however. No major technological breakthroughs came 
  from the lab, and it was abandoned as Jistka declined. 
  What remains are the experiments and aspirations of a 
  faded empire.
  A1. Sentry Outpost
  Scattered bits of ancient armor lie discarded haphazardly 
  around this room. Ancient tools, some plainly built for 
  alchemy or armor maintenance and others much less clear 
  in origin, are stored on shelves along the walls, which are 
  adorned with carvings of figures in ornate plate armor.
  This room once served as a station for Jistkan guards 
  at the facility. Succeeding at a DC 17 Society or Crafting 
  check (DC 20 in Subtier 3–4) allows the PCs to recall that 
  Ancient Osirian armor tended to be light. On a critical 
  success, the PCs recognize the armor being similar to 
  that which the Hellknights use, and that Hellknights 
  base much of their military structure on ancient Jistka, 
  which was a rival civilization to Ancient Osirion.
  Treasure: Hidden in a pile of mismatched pieces 
  of armor is an oil of potency (a moderate juggernaut 
  mutagen in Subtier 3–4).
  A2. Alchemical and Mechanical 
  Experimentation Chambers
  Several small rooms line this long hall, each containing 
  the by-products of ancient alchemical experiments 
  or broken mechanical devices.
  PCs who succeed at a DC 17 Occultism 
  or Crafting check (DC 20 in Subtier 3–4) 
  remember that Ancient Osirion was 
  not known for its alchemical or 
  mechanical inventions. A critical 
  success means the PC making 
  the check recognizes these types 
  of experiments to be more the 
  province of Osirion’s rival, the 
  Jistka Imperium.
  Reward: In one of the last 
  chambers, there is a moderate 
  quicksilver 
  mutagen 
  (a 
  lesser 
  mistform elixir in Subtier 3–4).
  A3. Golem Workshop
  Wooden limbs and flasks containing alchemical reagents 
  are strewn across the floor in this room. A PC who 
  succeeds at a DC 17 Arcana check (DC 20 in Subtier 
  3–4) can recognize these as alchemical golems in varying 
  states of disrepair.
  One of the alchemical golems is still active. It has orders 
  to stop any intruders, and it rises from its corner when any 
  of the PCs move more than 10 feet into the room.
  Subtier 1–2
  DILAPIDATED ALCHEMICAL GOLEM 
  CREATURE 3
  Page 9, art on page 11
  Initiative Perception +6
  Subtier 3–4
  DAMAGED ALCHEMICAL GOLEM 
  CREATURE 5
  Page 10, art on page 11
  Initiative Perception +8
  Conclusion
  Once the PCs defeat the alchemical golem, they can return 
  up the rope ladder they secured. The full excavation team 
  arrives the next day, and the PCs are free to return to the 
  docks for a ride home after they report their findings to 
  Kyreen Tael, a half-elf ranger who leads the excavation 
  team. If the PCs have been able to gather information 
  about the true nature of the site, Kyreen infers from 
  
  6
  Pathfinder Society Quest
  Archaeology in Aspenthar
  A. Ancient Jistkan Laboratory
  A. Ancient Jistkan Laboratory
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat: Asylum
  Pathfinder Flip-Mat: Asylum
  A1
  A1
  A2
  A2
  Cliffside Entrance
  Cliffside Entrance
  Golem
  Golem
  A3
  A3
  
  7
  Pathfinder Society Quest
  Archaeology in Aspenthar
  the report that this site is not the Osirian ruins they had 
  hoped for, but more likely a Jistkan laboratory, if the PCs 
  haven’t deduced that already. Luckily, the site should still 
  prove interesting and useful with its connections to Jistkan 
  alchemy and mechanical crafting. Kyreen Tael explains all 
  this to the PCs and thanks them for their work.
  Primary Objectives
  The PCs fulfill their primary objective if they successfully 
  build the rope bridge for the dig team and defeat the 
  dilapidated alchemical golem, gaining 1 Fame and 
  1 Reputation for any faction associated with their 
  currently slotted faction boon and the Secrets of the 
  Jistkan Alchemists boon on their Chronicle Sheet.
  
  8
  Pathfinder Society Quest
  Archaeology in Aspenthar
  Handout: Letter from Ambrus Valsin
  Pathfinders,
  A reliable source of goods, information, and ancient artifacts became lost to the Society when the Ruby Prince of 
  Osirion closed access to his country’s ruins and sites of interest. As our last extant licenses there have expired, I fear 
  that door is closed to us for the foreseeable future. Fortunately, when some doors close, other doors open. Prince Zinlo 
  of the Thuvian city-state Aspenthar now sells licenses that allow others to access the Osirian ruins located nearby. 
  The prince’s agents say that ruins are numerous and artifacts sure to be bountiful, but Zinlo is not legendary for his 
  moral compass. The terms of the license I have read contain troubling loopholes that suggest that we could find all, 
  some, or none of what we hope to find at the site that we licensed for a high premium.
  The task I have for you is to first find a means of entry into the site, which is located on a seaside cliff near 
  Aspenthar. Next, you need to secure the site, ridding it of any remaining threats or hazards. While you’re securing the 
  site, it would be useful if you keep an eye out for what kind of situation our full exploration team will be setting foot in. 
  You’ll meet with a representative of Zinlo’s named Gol Amri at the Aspenthar docks five days from now at noon. She 
  will provide you with a guide to the site. 
  Once you secure the site, you can return to the docks to meet with the exploration team leader, Kyreen Tael, and 
  give her your report.
  Make haste with no waste,
  Ambrus Valsin
  
  9
  Pathfinder Society Quest
  Archaeology in Aspenthar
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment.
  Challenge Points: For every 2 challenge points beyond 
  8, add 10 Hit Points to the dilapidated golem.
  SCALING ENCOUNTER A
  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Encounter A3
  The dilapidated alchemical golem moves to attack the 
  PCs as soon as any one of them has moved at least 10 
  feet into the room. The golem attacks the nearest PC it 
  can see each turn with little regard to strategy.
  DILAPIDATED ALCHEMICAL GOLEM 
  CREATURE 3
  UNCOMMON
  N
  LARGE
  ALCHEMICAL
  CONSTRUCT
  GOLEM
  Perception +6; darkvision
  Skills Athletics +7
  Str +4, Dex +0, Con +2, Int –5, Wis +0, Cha –5
  AC 19; Fort +11, Ref +7, Will +6
  HP 48; Immunities acid, bleed, death effects, disease, 
  doomed, drained, fatigued, healing, magic (see below), mental, 
  necromancy, nonlethal attacks, paralyzed, poison, sickened, 
  unconscious; Resistances physical (except adamantine or 
  bludgeoning) 4
  Alchemical Rupture When an alchemical golem takes 
  physical damage from a critical hit or is affected by a shatter 
  spell, one glass chamber within its body shatters, spewing 
  alchemical liquid in a 5-foot emanation. Roll on the altered 
  alchemical chambers list (see above) to determine which one 
  shatters, and any creatures hit are affected as listed (DC 16 
  Reflex).
  Altered Alchemical Chambers The dilapidated alchemical 
  golem’s chemicals have changed after a long period of 
  inactivity. When an alchemical golem ability calls upon a 
  randomly determined alchemical effect, roll 1d6 and consult 
  the following (if you roll the result of a chamber that was 
  shattered, there is no alchemical effect):
  1–2 enfeebled: DC 15 Fortitude save or enfeebled 1 (enfeebled 
  2 on a critical failure); 3–4 sickened: DC 15 Fortitude save or 
  sickened 1 (sickened 2 on a critical failure); 5–6 slowed: DC 15 
  Fortitude saved or slowed for 1 round (slowed for 2 rounds on 
  a critical failure)
  Golem Antimagic harmed by sonic (1d8, 1d6 area or 
  persistent); slowed by cold
  Speed 25 feet
  Melee � syringe +14 (magical, reach 10 feet), Damage 1d8+4 
  plus alchemical injection
  Alchemical Injection When an alchemical golem hits a 
  creature with a syringe Strike, roll 1d6 on the alchemical 
  chambers list to determine the additional effect of the attack. 
  The syringe exposes the creature to the effect rolled.
  
  10
  Pathfinder Society Quest
  Archaeology in Aspenthar
  To adjust for the PC’s overall strength, use the following 
  challenge point adjustment.
  Challenge Points: For every 4 challenge points 
  beyond 16, add 10 Hit Points to the mostly dilapidated 
  alchemical golem and increase the damage dealt by the 
  golem’s syringe Strike by 1.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Encounter A3
  The damaged alchemical golem moves to attack the PCs 
  as soon as any one of them has moved at least 10 feet 
  into the room. The golem attacks the nearest PC it can 
  see each turn with little regard to strategy.
  DAMAGED ALCHEMICAL GOLEM 
  CREATURE 5
  UNCOMMON
  N
  LARGE
  ALCHEMICAL
  CONSTRUCT
  GOLEM
  Perception +8; darkvision
  Skills Athletics +10
  Str +5, Dex +1, Con +2, Int –5, Wis +0, Cha –5
  AC 22 Fort +14 Ref +9 Will +8
  HP 78; Immunities acid, bleed, death effects, disease, 
  doomed, drained, fatigued, healing, magic (see below), mental, 
  necromancy, nonlethal attacks, paralyzed, poison, sickened, 
  unconscious; Resistances physical (except adamantine or 
  bludgeoning) 6
  Alchemical Rupture When an alchemical golem takes physical 
  damage from a critical hit or is affected by a shatter spell, one 
  glass chamber within its body shatters, spewing alchemical 
  liquid in a 5-foot emanation. Roll on the altered alchemical 
  chambers list (see above) to determine which one shatters, 
  and any creatures hit are affected as listed (DC 24 Reflex). 
  Altered Alchemical Chambers The damaged alchemical 
  golem’s chemicals have changed after a long period of 
  inactivity. When an alchemical golem ability calls upon a 
  randomly determined alchemical effect, roll 1d6 and consult 
  the following (if you roll the result of a chamber that was 
  shattered, there is no alchemical effect):
  1–2 enfeebled: DC 19 Fortitude save or enfeebled 1 (enfeebled 
  2 on a critical failure); 3–4 sickened: DC 19 Fortitude save or 
  sickened 1 (sickened 2 on a critical failure); 5–6 slowed: DC 19 
  Fortitude saved or slowed for 1 round (slowed for 2 rounds on 
  a critical failure)
  Golem Antimagic harmed by sonic (1d8, 1d6 area or 
  persistent); slowed by cold
  Speed 25 feet
  Melee � syringe +16 (magical, reach 10 feet), Damage 
  2d8+2 plus alchemical injection
  Alchemical Injection When an alchemical golem hits a 
  creature with a syringe Strike, roll 1d6 on the alchemical 
  chambers list to determine the additional effect of the attack. 
  The syringe exposes the creature to the effect rolled.
  
  11
  Pathfinder Society Quest
  Archaeology in Aspenthar
  Appendix 3: Art
  Alchemical Golem
  
  12
  Pathfinder Society Quest
  Archaeology in Aspenthar
  Gol Amri
  
  13
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  Archaeology in Aspenthar
  Sefu Moyo
  
  Archaeology in Aspenthar
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  GM Reference
  Treasure Table
  Level
  Gold Earned
  1
  3.5 gp
  2
  5.5 gp
  3
  9.5 gp
  4
  16 gp
  Chronicle Sheet
  PCs who fulfil the scenario’s primary objective earn the Secrets of the Jistkan Alchemists boon on their Chronicle Sheet.
  
  15
  Pathfinder Society Quest
  Archaeology in Aspenthar
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  N3Q2
  Herolab Code
  Character Chronicle #
  Pathfinder Society Quest #6: 
  Archaeology in Aspenthar
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  oil of potency (level 2; 7 gp)
  moderate quicksilver mutagen (level 3; 
  12 gp)
  moderate juggernaut mutagen (level 3; 
  12 gp)
  lesser mistform elixir (level 4; 18 gp)
  While Prince Zinlo is certainly eager and willing to sell the rights to excavation sites in and around Aspenthar, it’s clear that he’s less 
  eager to vet the accuracy of the information before completing the sale. Fortunately, the Jistka Imperium’s relics are just as mysterious 
  as those of Ancient Osirion—though they shed light on the strange science of alchemy more often than magic.
  ▫▫Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical 
  testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. 
  Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a 
  box that precedes this boon to increase your degree of success by one (from critical failure to failure, from 
  failure to success, or from success to critical success). 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/PFS Quest #6 - Archaeology in Aspenthar.pdf