The Sinister Stone of Sakkara succeeds in it’s goals as an introductory module, and serves as a great example of what today’s authors are doing with the concepts introduced some 40 years ago by the original team. For new players, what most folks think of as cornerstones of old school play – faction dynamics, multi-path dungeons, resource management & logistics, are all introduced within the two levels of the titular dungeon. Interacting with monstrous or human NPCs in a non-combat function is well rewarded, exploration delivers results, and the solving of the dungeon; with secret doors, traps, and treasure extraction all in play, is baked in. … the whole thing serves as an example of what can be accomplished with Chapter 10 of ACKS. New and experienced Judges will find this example invaluable.