Publisher's blurb:
A Ready to Roll module for High Seas & Hot Sands, a Forged from GRAM saga of order and chaos clashing against the opposing waves of the sea and the sand.
Some campaigns unravel like intricate rugs, but others have more hidden depth like High Seas & Hot Sands. Originally this one-shot was simply about adventuring freebooters, but the game carried on as a tapestry was woven of a sultan and a harem, of the sands beyond the sea. The Crimson Glass Court erupted and set the stage for backstabbing, resource control, and excitement. To complicate matters, the Assembly was crafted as a foil that could be used against the Court just as directly as a threat on it’s own to the players. This semi-apocalyptic world with limited magic showcases a threat to all and sets the stage for this world of snake charmers and less-honest tradesmen. So pour yourself a cup of coffee, grab a Turkish Delight, and experience one of the more outlandish literary uses we’ve had for the GRAM Role-Playing Game.
In this one story of Scheherazade's tales, the players find themselves in the wrong place at the wrong time. While cliche, this puts them in the pocket of a “rat” and caught by the royalist of houses and opposed to… pretty much everyone else. This means that choices have to be made and threadbare strings have to be followed to their conclusion. The players will end up nose-to-nose with a scoundrel who is known to oppose the Great Houses, and with his aide (or against it), they will have to find a way to free themselves from their charges if they want to get back home.