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Hazreem, you are delaying; feel free to act anytime.
Round 3 Summary:
Efreat’s creation of a Hezrou worked masterfully in tricking both Pae and Bahir to attack the illusion, preoccupying them a bit longer in order that the group may break the enchantment on them. Mah’ysa attempted to further protect/trap Bahir with a wall of stone, but Bahir was able to avoid being entombed. The wall, however, remains, at least separating Bahir and Pae from further harming each other. Shazz freed Iavesk from the enchantment, preventing him from further dishonoring himself and his mission.
-----------------------
Round 4
-----------------------
Initiative Order:
Paellat: 27 (compelled, attacking Hezrou illusion)
---
Iavesk: 25
Efreat: 21 (8 images)
Shazzathared: 15
---
Bahir: 13 (compelled, attacking Hezrou illusion)
---
Mah'ysa: 9 (Befuddled vs Pae)
Hazreem: 4
Date: Arodus 26th
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 54/102
Bahir 134/152
Hazreem 116/142
Paellat 106/115
Efreat 111/111
NPCs:
Spooky 15/15
Iavesk 79/79 (Djinni stats link)
Shazz 234/234
ACs
Mah'ysa- Curr: 23/T17/F18; 24/T18/F18 (haste); 23/T17/F18 (base);
Bahir- Curr: 35/T18/F34 (smite); 36/T19/F34 (haste, smite); 31/14/27 (defensive, enlarged, haste); 29/12/27 (enlarged, haste); 30/T13/F28 (haste); 29/T12/F28 (base);
Hazreem- Curr: AC 21/17/17; 24/20/19 (air ele, haste, defensive); 22/18/17 (air ele, haste); 21/T12/F19 (base); 21/17/17 [large air elemental - AC: 21 (+4 dex, +4 natural, +2 deflection, +2 amulet, -1 size) Touch 17; FF 17]
Paellat- Curr: 21/T17/F17 (no ring); 21/T17/F17 (no ring); 22/T18/F17 (no ring, haste); 23/18/17 (haste); 22/T17/F17 (base, +4 vs traps)
Efreat- Curr: 22/19/19 (MA); 22/19/19 (MA); 23/20/19 (MA, haste); 25/T18/F21 (MA, Shield, haste); 18/15/15 (base)
Spooky- Curr: 15/15/12 () 16/16/12 (haste);15/T15/F12
NPCs:
Iavesk - Curr: 23/18/18(MA); 24/19/18(MA, haste);24/19/18(MA, haste); 23/18/18(MA); 19/T14/F14 (base)
Conditions in effect:
----------
- Efreat:
- Mage Armor - 13/13 hours remain
- Overland Flight - 13/13 hours remain
See Invisibility 130/130 min remain - not cast
- Mah’ysa:
Endure Elements - 24/24 hours remain - not cast
- Bahir:
Endure Elements - 24/24 hours remain - not cast
Resist Energy (Fire) - not cast
Prot. from Energy (Fire) - not cast
Stoneskin (DR 10/adamantine) - not cast
- Hazreem:
- Wildshaped;
- Paellat:
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140deg)
Bahir: Resistance 10 (Ring of minor fire resistance 10, Resist Fire, Endure Elements), Protection from Fire (105 pts left.)
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140deg)
Ability & Item Uses (current day)
----------
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 7 uses this week (6th day)
Hazreem: Wildshape 1
Bahir: Smite Evil
Spells Cast
Efreat (cast): Mage Armor, Overland Flight, Persistent Image
Mah'ysa (cast): Endure Elements x2, Calm Emotions, Dispel magic, Wall of Stone
Bahir (cast):
Hazreem (cast): Gtr. Dispel Magic
Iavesk (cast):
Shazz: Break Enchantmentx3
Environment Effects:
- Bayt Al'Bazan: Fire spells - Maximized, Enlarged; Water Spells - require Spellcraft DC=(20+Spell Level) to cast.
- Very hot temperature (needs endure elements or more to not be fatigued); structure made from living brass (molten form causes negative levels when touched); made for giants - high ceilings and furniture, large furniture, etc.; Bright illumination in most rooms;
---
Pae, Iavesk, Efreat, Shazz are all up

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Efreat sees Bahir narrowly escape the wall of stone and continue his maddening attack on the Hezrou illusion. He concentrates and pours his energy into casting Dispel Magic, which successfully dispels the compulsion effect on Bahir.
Seeing Bahir free from the compulsion effect, Shazzathared redirects her attention on Pae, singing a soothing melody while casting Break Enchantment once again. Her spell successfully dispels the effect on Pae as well.
Caster check: 1d20 + 12 ⇒ (19) + 12 = 31 vs. (11+CL)
Out of Combat

Hazreem Al'Shakar_1 |

Hazreem resumes his elemental form, ending the whirlwind and hovers in place above the stone wall as the chaos comes to an end. His hollow voice rings out, "Is everyone OK? Do you think the book is safe to look at now?"

Mah'ysa Alandir |

Seeing everyone stop, Mah'ysa holds up on her next spell.
"Bahir? Do you know me?" She said cautiously, hoping against hope.

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While waiting for Bahir's response I'll summarize where we are at here since quite some (real) time has passed ...
- You are looking for the Impossible Eye, an artifact of Divination. One of the Grand Vizier's captain, Argbadh, who is trapped here as well has communicated to you that the Grand Vizier should be able to drop the curse once he has the artifact. You have been given 5 days to recover it before he sends in an larger invasion force... a curious reaction now given how long the Eye has been trapped down here.
- You were about to check out the area held by 'The Keepers of the Haunted Palace', which is known to be the palace and mosque area of the castle. It occupies two levels and also seemingly provides access to spires above.
- You recovered an interesting combination of a journal, prayer-book (symbols of Rovagug and such ...), and spell-book hidden away in the room where the sepid div had taken over. Attempting to read through the pages have so far triggered two traps; the book oozes magical auras.

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Ah, sorry all. Was in finals week and then forgot you were waiting on me.
The paladin shakes his head to clear it, "Wha...what happened? It seemed as if you all had become demons." His eyes suddenly snap back too the book that caused all this, "We should destroy that before it causes greater harm." With a distraught look he catches Mah'ysa's look, "I am sorry...I never thought...anything could cause me to raise a hand to you. Trickery or no, I should have been stronger." His look lightens slightly and he shakes his head at himself, "No man or woman is an island, it is good to have the strength of my friends at my back when my own wavers."

Hazreem Al'Shakar_1 |

Hazreem shakes his head slowly. "While I do agree the book is dangerous, it may still hold some clues as to how we can stop Jhavul." He turns to face Shazzathared, "Could you safeguard this book until we return?"

Mah'ysa Alandir |

Mah'ysa simply ran to Bahir and wrapped her arms around him, squeezing as hard as she could.
"Never. I never want to feel that way again. Like the sun had gone out.
"I was afraid you would never come back to me..." She said, tears rolling down her cheeks.

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Time to get moving...
The paladin hugs Mah'ysa tightly back and whispers to her, "I know, I felt the same way." He releases her and turns toward the others obviously torn and unhappy, Bahir finally gives a quick nod of agreement, "Yes, you are right...if it can help us stop Jhavhul then we must learn what we can before destroying it." He stands and waves everyone to follow, "Come let's check out those crypts for this entity that keeps contacting us."

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Sorry, guys I've been having serious time management issues.
You are not entirely sure how to get down to the ancestral tomb area, as Vezzaresh merely mentioned its existence on the next to lowest level of Bayt Al-Bazan. You believe the way down would either be through the area currently being held by the Fire Cult Lizardfolk or possibly through the gatehouse area held by Argbadh.
Map Directory Level B shows the general area where the tombs are; you have not yet come across the entrance to them from explored areas

Hazreem Al'Shakar_1 |

I think Bahir is correct. The fire Cult Lizardfolk area is where the entrance to the Ancestral Tomb area lies. Expect a warm reception, he he.

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We'll assume Efreat and Mah'ysa are all in as well.
Exiting the hidden passage from below (C10), the party makes their way back to the large hall with the ballistae looming further ahead. Neither the fire giants nor lizardfolk seem eager to try and control this intersection, however, and the party easily makes their way passed the decrepit siege weapon and now stands in the open room with multiple passages (C12).
Immediately to the south, which Vezzaresh noted as the "Shrine to the Grand Sultan", stands the large brass doors that the group previously witnessed lizardfolk retreating into. The passage to the east continues on further to an area that you understand contains "holding cells", as noted by Vezzaresh. To the north, the passage leads into what Argbadh has told you is a barracks area, likely guarded by fire giants (though you all should be allowed to pass without conflict).
Feel free to perform any daily or desired spellcasting before continuing.

Hazreem Al'Shakar_1 |

Looking over the Current Status, it sounds like both Mah'ysa and Hazreem are still hurt. In the interest of saving party resources, Hazreem would have asked Shazzathared to heal us.
"So, which way now? Check out the cells, the barracks, or just knock on the door?"

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The party cautiously proceeds down the hall towards the area that Vezzaresh described to them as having "cells", wary that any lizardfolk engagement now would basically have them backed up to the unknown rooms ahead. Along the way, a couple of loud bangs and crashes emanate from behind the door the fire cult is holed up, causing the party to wildly turn about expecting combat. Each time, however, no lizardfolk emerge from the door.
Upon reaching a T-intersection, three doors are easily seen. Barred brass gates mark the entrances to two 20 square foot cells to the left and right of the intersection. Both of the cell areas appear to be vacant and the brass rod gates stand ajar, allowing entry if desired. These rooms have become crudely decorated with fetishistic designs of a huge burning demon, recognizable as the demon lord Flauros. A small number of rough mats fabricated from tattooed leather skins line the floor. From both the size of the mats and the images of Flauros, you can easily guess the fire cult lizardfolk have been using the two cells as chambers of some sort, though the distinct lack of trash probably indicates they aren't quartering here.
A solid, closed brass door blocks the passage to the east. Silently scouting the door and listening beyond, the party notices no obvious traps and does not hear any commotion in the room beyond.

Hazreem Al'Shakar_1 |

Hazreem, still aloft in his favorite elemental form, glides towards the rear of the group making sure no one approaches them from the rear. "I do not hear anything behind the door, so it should be safe. Ready when you are Bahir." He nods towards the paladin and prepares for the paladin to open the door.

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Bahir draws a deep breath and opens the door, ready to face what is on the other side. Though no immediate danger presents itself, the gruesome smell coming from the room is sickening.
A number of crude wire cages have been set in this room, some of which contain several small, fluttering creatures. Additionally, the unwanted remains of rats and other vermin pile about in areas throughout the room.
Most noticeable, however, is that a large portion of the floor has been cleared out to create an open space. A collection of butchering tools lie about and the floor is heavily stained with dried blood. Many portions of a large, red-skinned creature lay stacked about, clearly having been recently butchered. While much of the more significant portions of the body are not around, you can easily tell that this was once an efreet.

Hazreem Al'Shakar_1 |

Hazreem is glad his elemental form prevents him from getting sickened. As he looks over the contents of the room, he waits for Pae to give the all clear here. After Pae has given the OK to enter, he flies over to the remains of the efreet and quickly examines the corpse.
Take 10 on Heal, total 32. How long ago did the Efreat die, and does Hazreem recognize him?

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No need for sickened rolls. While nauseating, each of you quickly get used to the smell in this case.
The efreet's corpse is extensively butchered. From the dried blood and other decomposition, you think he has been dead for a few weeks at least.
Given the fact that there is no head, you really have no chance to identify it. However, with the help of a few clues, you can guess who this may be:

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The fluttering creatures appear to be little fiery bats. There appear to be a good number of them trapped in the various cages; all likely awaiting to become lizardfolk dinner.
Fire bats: basically, common bats to the Plane of Fire. They aren't much more powerful than a "normal" bat, but are immune to fire like most things on this plane.

Hazreem Al'Shakar_1 |

"We need to get moving here." Hazreem warns. "Set the bats free and let's check out the barracks area."

Mah'ysa Alandir |

Mah'ysa sighed at the mess on the altar and said a brief prayer to the Dawnflower.
Then she nodded to the others. It was time to leave.

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Hazreem thinks the fire bats will likely cause a small commotion once freed but will generally just fly off assuming the party is not grouped around and the door is open. Bahir nods and the group leaves the room. Hazreem cautiously opens the various cages, one at a time, allowing the fire bats to flee out into the estate.
The group then approaches the fire cult door and makes preparations for tactical entry. Pae and Hazreem give the door a cursory look over for traps and find no indication of any trap or trap bypass mechanisms. Curiously, neither of them hear much sound from beyond the door any longer (as opposed to the commotion you heard when you first passed by). Assumed a taken 20 on perception...
It has been roughly an hour since setting out from the fountain room to now. As a reminder, some of your common daily spells have not been directly cast yet, so give that list a good look-over. Give the Current Status a good look through
Date: Arodus 26th
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 102/102
Bahir 152/152
Hazreem 142/142
Paellat 115/115
Efreat 111/111
NPCs:
Spooky 15/15
ACs
Mah'ysa- Curr: 23/T17/F18; 24/T18/F18 (haste); 23/T17/F18 (base);
Bahir- 29/T12/F28 (base); 36/T19/F34 (haste, smite); 31/14/27 (defensive, enlarged, haste); 29/12/27 (enlarged, haste); 30/T13/F28 (haste); 29/T12/F28 (base);
Hazreem- Curr: AC 21/17/17 (air ele); 24/20/19 (air ele, haste, defensive); 22/18/17 (air ele, haste); 21/T12/F19 (base); 21/17/17 [large air elemental - AC: 21 (+4 dex, +4 natural, +2 deflection, +2 amulet, -1 size) Touch 17; FF 17]
Paellat- Curr: 21/T17/F17 (no rop); 21/T17/F17 (no ring); 22/T18/F17 (no ring, haste); 23/18/17 (haste); 22/T17/F17 (base, +4 vs traps)
Efreat- Curr: 22/19/19 (MA); 22/19/19 (MA); 23/20/19 (MA, haste); 25/T18/F21 (MA, Shield, haste); 18/15/15 (base)
Spooky- Curr: 15/15/12 () 16/16/12 (haste);15/T15/F12
NPCs:
Conditions in effect:
----------
- Efreat:
- Mage Armor - 12/13 hours remain
- Overland Flight - 12/13 hours remain
See Invisibility 130/130 min remain - not cast
- Mah’ysa:
- Endure Elements - 23/24 hours remain
- Bahir:
Endure Elements - 24/24 hours remain - not cast
Resist Energy (Fire) - not cast
Prot. from Energy (Fire) - not cast
Stoneskin (DR 10/adamantine) - not cast
- Hazreem:
- Wildshaped;
- Paellat:
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140deg)
Bahir: Resistance 10 (Ring of minor fire resistance 10, Resist Fire, Endure Elements), Protection from Fire (105 pts left.)
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140deg)
Ability & Item Uses (current day)
----------
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 7 uses this week (6th day)
Hazreem: Wildshape 1
Bahir: Smite Evil
Spells Cast
Efreat (cast): Mage Armor, Overland Flight, Persistent Image
Mah'ysa (cast): Endure Elements x2, Calm Emotions, Dispel magic, Wall of Stone
Bahir (cast):
Hazreem (cast): Gtr. Dispel Magic
Iavesk (cast):
Shazz: Break Enchantment x3, Cure Moderate x4, Cure Serious x3
Environment Effects:
- Bayt Al'Bazan: Fire spells - Maximized, Enlarged; Water Spells - require Spellcraft DC=(20+Spell Level) to cast.
- Very hot temperature (needs endure elements or more to not be fatigued); structure made from living brass (molten form causes negative levels when touched); made for giants - high ceilings and furniture, large furniture, etc.; Bright illumination in most rooms;
---
Will pause here to give everyone a chance to buff and act, if desired.

Hazreem Al'Shakar_1 |

Hazreem is good to go.

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Excellent! I think I caught everything.
Date: Arodus 26th
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 102/102
Bahir 152/152
Hazreem 142/142
Paellat 115/115
Efreat 111/111
NPCs:
Spooky 15/15
ACs
Mah'ysa- Curr: 23/T17/F18; 24/T18/F18 (haste); 23/T17/F18 (base);
Bahir- 29/T12/F28 (base); 36/T19/F34 (haste, smite); 31/14/27 (defensive, enlarged, haste); 29/12/27 (enlarged, haste); 30/T13/F28 (haste); 29/T12/F28 (base);
Hazreem- Curr: AC 21/17/17 (air ele); 24/20/19 (air ele, haste, defensive); 22/18/17 (air ele, haste); 21/T12/F19 (base); 21/17/17 [large air elemental - AC: 21 (+4 dex, +4 natural, +2 deflection, +2 amulet, -1 size) Touch 17; FF 17]
Paellat- Curr: 21/T17/F17 (no rop); 21/T17/F17 (no ring); 22/T18/F17 (no ring, haste); 23/18/17 (haste); 22/T17/F17 (base, +4 vs traps)
Efreat- Curr: 22/19/19 (MA); 22/19/19 (MA); 23/20/19 (MA, haste); 25/T18/F21 (MA, Shield, haste); 18/15/15 (base)
Spooky- Curr: 15/15/12 () 16/16/12 (haste);15/T15/F12
NPCs:
Conditions in effect:
----------
- Efreat:
- Mage Armor - 12/13 hours remain
- Overland Flight - 12/13 hours remain
- See Invisibility - 130/130 min remain
- Mah’ysa:
- Endure Elements - 23/24 hours remain
- Bahir:
- Endure Elements - 24/24 hours remain
Resist Energy (Fire) - not cast
Prot. from Energy (Fire) - not cast
Stoneskin (DR 10/adamantine) - not cast
- Hazreem:
- Wildshaped;
- Paellat:
- Resist Energy (Fire) - 130/130 min remain
Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140 deg)
Bahir: Resistance 10 (Ring of minor fire resistance 10, Endure Elements)
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 30 (spell), Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140 deg)
Ability & Item Uses (current day)
----------
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 7 uses this week (6th day)
Hazreem: Wildshape 1
Bahir: Smite Evil
Spells Cast
Efreat (cast): Mage Armor, Overland Flight, Persistent Image, See Invisibility,
Mah'ysa (cast): Endure Elements x2, Calm Emotions, Dispel magic, Wall of Stone
Bahir (cast): Endure Elements
Hazreem (cast): Gtr. Dispel Magic
Iavesk (cast):
Shazz (cast): Break Enchantment x3, Cure Moderate x4, Cure Serious x3
Environment Effects:
- Bayt Al'Bazan: Fire spells - Maximized, Enlarged; Water Spells - require Spellcraft DC=(20+Spell Level) to cast.
- Very hot temperature (needs endure elements or more to not be fatigued); structure made from living brass (molten form causes negative levels when touched); made for giants - high ceilings and furniture, large furniture, etc.; Bright illumination in most rooms;
---
So, what is the entry plan?

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Pae, pretty sure the doors weren't locked before, creeps up to the doors again just to make sure. After giving the doors an inspection, he nods at Bahir letting him know that the doors do not appear to be mechanically locked. Pae repositions himself behind near the back and gives the ready sign.
Almost sure a fight looms ahead, Bahir pushes the doors open.
The massive chamber is dominated by a huge, elegant statue of an efreeti seated in a lotus position upon a dais. Upon the statue, a large basin sits with roaring flames in its lap, causing an eerie red glow upon the already formidable looking visage of the efreeti statue. Tall brass braziers flank the statue and several crates and chests have been stacked in the western half of the room.
Immediately noticeable to the party is the large number of lizardfolk standing guard along with an eight headed pyrohyrda, certainly the one that Argbadh mentioned, ready to pounce. They immediately begin their attack...
Lizardfolk Group Red Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Lizardfolk Group Purple Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Lizardfolk Group Gold Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Pyrohydra Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
-
Bahir Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Efreat Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Hazreem Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Mah'ysa Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Paellat Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
These are standard elemental fire infused lizardfolk. They are immune to fire and weak to cold based attacks. Some have been known to possess the ability to teleport between various fire sources.
Pyrohydra are a fire infused hydra variant. They are likely immune to fire and possess the hydra's same regeneration ability. As a fire infused creature, they are also likely vulnerable to elemental cold based attacks.
A far more dangerous version of the hydra, each head possess its own breath weapon attack. Cold attacks are especially effective against this creature. Though, the only real way to ensure its death is to sever each head with a slashing weapon (must declare a Sunder attack vs. a head). Care must be taken, however, as severed heads will regrow if the stump is not further damaged by acid or cold.
Initiative Order:
------------------
Mah'ysa
Bahir
Pae
---
Pyrohydra
---
Efreat
Hazreem
---
Lizardfolk Purple
Lizardfolk Red
Lizardfolk Gold (hah so much for splitting them into groups ...)
========= ROUND 1 BEGIN ===========

Mah'ysa Alandir |

Knowledge:Planes: 1d20 + 15 ⇒ (20) + 15 = 35
Almost choking on her tongue seeing the forces arrayed against them, Mah'ysa casts the prayer Blessing of Fervor on her Company.
"Use cold! COLD DAMAGE!" She called out.

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The paladin gives Mah'ysa a quick smile and purposely creates a noticable arc of frost from Vardishal in a salute to her command. BaHe then strides forth while channeling divine power into his blade, "Renounce the demon lord Flauros and you shall be shown mercy!"
Divine Bond to add keen and holy to Vardishal.

Hazreem Al'Shakar_1 |

Hazreem, upon seeing the pyrohydra, warns "That is the one Argbadh mentioned. If we can break the enchantment that enslaves it, we would definitely make Argbadh happy!"

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With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Pae took the speed bonus
The Pyrohydra moves up the steps onto the raised area and then behind the massive brass column.

Efreat 'al Inferis |

Efreat takes the +2 to attack and AC & reflex saves
Efreat concentrates on the hydra and tries to dispell the enchantment.
cast dispel magic. caster level check:1d20 + 13 ⇒ (15) + 13 = 28

Hazreem Al'Shakar_1 |

Hazreem will select the following Blessing: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Hazreem hovers in place and looks over the fire lizards. "Perfect." He grunts to himself. "Let's worry about that later, OK Pae?" He remarks wryly even as he weaves his prayer to Gozreh...
Cast Quench to cover the entire shrine room except for the pyro-hydra. Hazreem can cover 13 20' cubes (260' total) which should encompass most of the shrine. Each creature with the fire subtype within the area of a Quench spell takes 10d6 ⇒ (1, 4, 5, 1, 2, 4, 5, 6, 1, 4) = 33 points of damage, no save allowed, no SR.)

Hazreem Al'Shakar_1 |

Hazreem would need to move into the room in order to target the lizardfolk with his spell, so yes he would have moved inside.