When four statues of unspeakable power were found in a tomb in Osirion and then stolen, everyone assumed they were gone forever. However, when they appear again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Varlokkur waste little time in dispatching their agents there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, their task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can the agents find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?
Following the demise of Bundin, a sombre pall descends on the agents as they come to terms with his passing. Following a small, but well attended funeral a few days after the heroes resurface in Absalom, the group throw themselves into a multitude of tasks to keep their minds busy. Albert and Lothaire study intensely for their exams, while Julian and A’hymhu work on their own side projects. Both Albert and Lothaire pass their exams, despite the upset of their recent loss. Julian makes it publicly known while attending a dinner at the Doel residence that he has accepted a place at the White Grotto and will be leaving the service of the Varlokkur after one more assignment.
Meanwhile, in the background Alexis works at recruiting a replacement for Bundin, having selected a priest of the Dawnflower as the best candidate available. Deciding that some time away from the city may be good for the agents, Alexis elects to send them to pursue several stolen artifacts that have surfaced in the Sedeq. Two weeks after Bundins demise, Alexis assembles the agents and introduces them to Behnam, the cleric of Sarenrae, and advises them that he will be guiding them in Qadira as he is a native. The group make it fairly clear that they are uncomfortable about anyone replacing Bundin, but accept the importance of a guide.
The group prepare themselves for their overseas travel and together board the Spice of Life, as trading vessel bound for Sedeq. The week at sea passes fairly uneventfully, with the agents getting to know their guide or occasionally working on their own projects, but soon enough the Spice of Life arrives into port.
The heroes disembark and are quickly surrounded by urchins looking to run errands or sell them wares. It doesn’t take long for the agents to realise that Sedeq is populated by countless slaves, which makes all of them but Behnam feel more uncomfortable than the hot early morning sun. The visitors push onto to meet their handler in Sedeq, a beauty named Yasmin Kal’al. Yasmin escorts the party back to her home and explains they are to retrieve four statue with considerable power. Yasmin believes a man named Matzal Chaim smuggled the items out of Osirion and is has now sold them off in the spice markets. After a quick brief about what to expect in Sedeq and a warning to keep a low profile, Yasmin lets the agents depart to track their quarry.
Following their arrival in the spice markets, it doesn’t take the agents long to track Chaim to the Topaz Pavilion Bathhouse. However, Chaim notices the armed foreigners approaching and dashing instead, provoking a chase. The agents gain ground, leaping baths and slipping across slick tiles, they find the smugglers dead body at the feet of a heavily armoured and very sweaty half-orc. As the steam clears the group are greeting by a bathing Grandmaster Torch, who chastises his guard for killing the man without thinking. Surprised to see the information broker in Sedeq the agents become suspicious and question Torch. Following the Grandmasters reassurance that his reasons are legitimate, Torch offers to sell them the names of the merchants who purchased Chaims artifacts in return for a favour. Not wishes to get themselves indebted to Torch, the heroes refuse and offer coin instead. Torch accepts and tells them the four buyers they need to see, he then goes on to offer further information for a favour. The group refuse, but Behnam waits until they leave and takes the Grandmasters offer. Torch gives the priest descriptions of the indivduals and their known locations, and goes on to advise that the items they are seeking are unstable in the hands of those that channel magical abilites. Behnam rejoins the heroes, who convey their concern, annoyance and disappointment that he dealt with Torch, but Behnam defends that it was all for the greater good.
Behnam leads the agents to the first merchant, a man named Nasir Tandir, who operates out of a warehouse. On route the agents realise they are being followed through the spice market by a couple of local ‘heavies’. Behnam confronts their pursuers, but they simply explain they are ensuring the foreigners are not causing any trouble. On arrival at Nasirs warehouse, it becomes clear that the merchant is currently being shaken down by a local protection racket. As it looks like the situation may get violent, Julian enchants the thugs leader and removes him from the situation. The agents speak to the enchanted leader and offer to pay him off to prevent further trouble. Despite a couple of the agents being against this, the party pay the rogue and he and his men depart. Nasir agrees to sell the statue he purchased to Behnam, worried it may be the cause of his ill luck.
With one statue in hand the agents back track to locate the next statue from a man named Viraj Arpani, a Vudran wizard. The group find Viraj meditating over a small box in the center of the market place and approach him to request the return of the statue. Viraj warns them to leave him alone, but the group press the point and the Vudran transforms himself into a mist to escape. Unfortunately Viraj statue absorbs the power of his spell and the wizard reappears. As it consumes the arcane energies the statue eruprts to life and grows into three giant centipedes. As panic erupts through the market the heroes mobilize to combat and control the centipedes. The monstrous creatures prove to be a tough fight as a result of their poisonous stings, but as a result of their teamwork and effort the agents manage to destroy the creatures and retrieve the statue and the box dropped by Viraj, who has long since fled.
Having retrieved half the artifacts the agents begin their search for the monk, Buri Buri-Ban. They locate their quarry at the Fetching Fan café on Sengali Square. Much to their frustration Buri takes off as soon as he see’s the agents approaching. Despite quaffing a potion of invisibility, Buri gives away his location by running into a dusty spice factory. Buri proves the easiest catch, as the agents corner him in the museum and Albert traps him within a magical web. Following the angry requests of the factory guards, the group quickly leave after retrieving the third statue from the captured monk.
After stashing the artifacts they have recovered so far with Yasmin, the group make their way to the Secure Market. A heavily guarded, no weapons allowed, anti-magic warded marketplace and also home to the final artifact. Immediately the agents realise how vulnerable they without their weaponry, especially the groups various spell casters who immediately feel the loss of their magical abilities. Nevertheless, they progress inside and search out Saldin Marafi, a merchant of dubious reputation. Saldin denies any knowledge of the artifact and it appears he may be telling the truth, until the heroes realise that the statue could easily be hidden in the spice tray set out before Saldin and his guards. The agents make a move for the concealed statue and a brief scuffle breaks out. As spice is tossed into the air the agents quickly retrieve the statue and flee the Secure Market before the authorities can respond.
As the weary adventurers make their way back to Yasmins having retrieved all the artifacts they are met by a herald. He invites them to join Grandmaster Torch for a meal at the inn he is staying at the congratulate them and demonstrate that there are no hard feelings. Reluctantly the group agree, despite Albert protesting that he thinks Torch may be involved in the fate of the artifacts. Torch puts on quite a spread for his guests, and when quizzed denies any involvement in the artifacts presence in Sedeq, while most of the group accept the Grandmasters story, Albert remains skeptical. After a surprisingly pleasant evening in the informants company, the group return to their own inn for a good nights sleep before they board the boat back to Absalom the following morning.
Following an uneventful journey back to their home city, the agents return the statues to Alexis who advises they will be accordingly disposed of. During their debrief the agents confess their concerns about Grandmaster Torch and his involvement, and Albert expresses his growing worries about Alexis health as a result of whatever he is working on behind the scenes. Alexis acknowledges the concerns and admits that he may not be the best member of the Varlokkur to guide the agents at the moment.