Thursday, July 30, 2026

Adventure Seed: The Tomb of Al Khazneh

 

The facade and location of the actual tomb reimagined for fantasy gaming. Artwork by Gerald Williams, using AI assisted generation.

Who didn't enjoy Indiana Jones and the Last Crusade? The Temple of the Sun, was actually the Tomb of Al Khazneh, in Petra. Real location for the entrance, but not the same inside as the movie would lead us to believe. Nevertheless, the image of this specific temple facade has stuck in my mind for 37 years, at the time I am writing this. It was very memorable. And I know I'm not the only DM to use the same location for adventures in their campaigns.

In reality, the temple inside isn't a huge grand affair. No multi-levels, no maze of caverns and tunnels. Just a small, straight forward, tomb with areas for sacred rituals. For all intents and purposes, it is the scene of the final showdown and the adventure that focuses on the journey to get to it.


Map based on the actual interior of the tomb. Artwork by Gerald Williams, using AI assisted generation.


Here are a few suggestions for running an adventure centered on a compact, Al-Khazneh-style tomb:

  • Emphasize the Canyon Approach (The Journey): Since the interior is small, treat the narrow gorge leading up to the temple as a major part of the dungeon crawl. Use rockfalls, narrow choking points, sniper ambushes on the high cliffs, and ancient warding glyphs to make reaching the threshold feel like a major achievement.

  • Use the Side Chambers as Ritual/Puzzle Locks: To prevent the party from just rushing straight to the final chamber, tie the main tomb alcove to the side rooms. For instance, the barrier or sarcophagus in the inner sanctum remains sealed until priests' braziers are lit or ancient riddles are solved in the side chambers (b and c).

  • Add Verticality and Lair Actions to the Showdown: Compact floor plans can easily turn into static combat. Give the boss lair actions—such as crumbling pillars, shifting sand traps, animated statues, or magical darkness. Encourage players to use the tall columns or ledge alcoves for high-ground advantages.

  • Time Pressure / Rival Factions: Introduce a race against the clock. A rival adventuring party or cult could be hot on their heels (or already setting up an ambush inside), turning the small space into a high-stakes standoff where cover and tactical positioning matter immensely.


Would you like some specific ideas for traps or lair actions tailored to these individual chambers?

1. The Side Chamber Puzzle Locks

  • The Twin Seals (b and c): The heavy stone doorway leading into the Inner Sanctum (e) is sealed by an ancient Nabataean-style magical barrier. To lower it, the party must simultaneously interact with the altars in the Chamber of Ancient Rites (b) and the Crypt of the Forgotten Kings (c).

  • The Pressure Trap: If an altar is activated incorrectly or out of sequence, the side room's stone doors drop shut, and sand begins pouring rapidly from ceiling grates, filling the room in 3 rounds unless a mechanical or Arcana check resets the mechanism.

2. Lair Actions for the Inner Sanctum (e)

On Initiative Count 20 (losing initiative ties), the guardian or tomb spirit can channel the structure itself:

  • Sifting Sands: Loose sand across the floor swirls violently. The main chamber floor becomes difficult terrain, and any creature standing on it must succeed on a Strength saving throw or be knocked prone or pulled 10 feet toward the center of the room.

  • Echoes of the Ancients: The ancient carvings along the walls glow with searing radiant or necrotic energy. Energy beams fire across the room between the pillars in (a) or along the walls of (e), forcing players to actively use line-of-sight and cover behind the central pillars.

  • Structural Collapse: A piece of the high carved ceiling detaches above a 10-foot-square area. Creatures in the area must make a Dexterity saving throw or take bludgeoning damage and become restrained under falling masonry.
  • Treasury Secrets (d): Hidden behind a secret door, painted with a mural, is the treasure vault. Add any traps, or puzzles on how to open it as you please.

3. The Final Vault Trap (i)

The left and right priest antechambers (g and h) are explicitly priest antechambers, so their encounters are directly tailored to the daily rites, preparations, and duties of the tomb's clergy:


1. Purification and Preparation (g)

  • The Ritual Basin: This room contains a stone basin once used by priests for ceremonial washing before entering the Inner Sanctum (e).

  • The Hazard / Challenge: The basin holds murky, stagnant water infused with ancient holy oils—or a trapped Water Elemental / Ooze lying in wait.

  • The Mechanic: To open the door to (e) safely, a character must perform the proper ritual purification (a Religion check or casting a cleansing spell like Purify Food and Drink). Failing to purify oneself triggers a curse of frail body (disadvantage on Strength/Constitution saves) upon stepping into the central hall.

2. The Vestry and Sacred Texts (h)

  • The Clerical Archives: Stone niches along the walls hold petrified scrolls, ritual vestments, and ceremonial paraphernalia used by the attending priests.

  • The Clue / Boon: Investigating (h) with a successful History or Investigation check allows players to discover the exact incantation needed to bypass the traps on the final sarcophagus (i), or reveals the vulnerability of the tomb's guardian.

  • The Trap: Removing the high priest's ceremonial medallion from its pedestal without leaving an equal weight in gold or silver unleashes a Glyph of Warding (Blindness/Deafness or Silence), leaving the party compromised right before the main fight.]

4. The Final Vault Trap (i)

  • The False Sarcophagus: The sarcophagus in the final alcove (i) is protected by a localized gravity or necrotic glyph. Anyone approaching without uttering the sacred entry phrase triggers a wave of force that blasts intruders backward down the stairs into chamber (e), potentially knocking them into waiting hazards or minions.

5. What the F happened to (f)?

I'm old and forgetful! That's what happened to F. I missed it! And now you get to deal with my mistake. Writing isn't easy. Seriously, I proofread everything and now you see why I have an electronic imp watching over my shoulder. In my defense, she missed it too!


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