This title was something of a disappointment. It's very short - as befits what would likely be run as a single session one-shot - but just because it's a quick read doesn't make the lack of any kind of adventure overview at the beginning any less frustrating. As a DM, I'd like to have an idea of what I'm getting into right at the start, rather than reading the entire text.
Setting an adventure in Zakhara is really cool, it's appropriate to the inspiration and it's an underused area of the Forgotten Realms, but there's also no explanation of what it is or where it is for a DM running this adventure who isn't familiar with the place either from it's very brief mention in the Sword Coast Adventurer's Guide or else old AD&D 2E supplements.
The translation of traditional beliefs about Balthazar, Caspar, and Melchior to Forgotten Realms terms (Araba = Zakhara, India = Estagund, Persia = "Turmish accent, though he is not ethnically Turmish") is pretty clever. The adventure to gain the gold, frankincense, and myrrh is pretty fun and varied. The fact that the sages are literally going to Earth to see Jesus, as opposed to trying to create a Realms equivalent, is pretty wild.
I will admit that I was confused that this religious inspired adventure opens with a disclaimer not about its content, but about its use of Challenge Rating balanced encounters! Is this really so controversial?
Ultimately what I wish is that this adventure had been a bit more fleshed out. As a DM I would have liked a bit more detail, a bit more meat on the bones, a bit more support and sense of the adventure's intent. The writing feels very barebones, and is presented almost as if it's designed to be read by players as they go, without a DM. The adventure doesn't use boxed text but instead the regular text almost reads like it's all meant to be boxed text or read aloud. Ultimately the way the adventure is written, unfolding as the players go through it, makes it an engaging read but frustrating as a document meant to serve as a blueprint to running a game. Again, what saves it is that it's so brief, so reading it all the way through doesn't take much time.
The adventure is extremely linear, to the point here the various descriptions assume player actions and attitudes. This would be a problem, but again because this is clearly meant as a one-shot it is somewhat forgiveable.
This adventure reads as a great set of notes for the DM who wrote it, but could use work to function as a guide for other DMs.
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