No idea.
:/
I think the Plan is looking something like this:
We sneak in close as a single group, say "thanks" to Forrester, and use familiar as aerial recon and to take out outer sentries. Then we split into 2 - something like...
<Group 1: main body> Bruenor, Volsh, Farian, Dellas
<reserve> with Drogo behind & Sir A on horseback further yet.
<Group 2: diversion> Aver'e, Narthian & wolf, Hazheel (& a dog?*)
(* problem is that dogs bark. Narthian has animal handling, but I'd rather he have his bow working early. Thoughts?) :/
Group 2 has no heavy armour, so is quieter - Aver'e moves up and shoots a few likely targets, possibly supported by Narthian's bow. They fall back to where the wolf guards Hazheel, and form a defensive line there, using Entangle to lock down gobbos while Hazheel opens up with Color Spray. Once clear, they push back up toward temple...
Meanwhile, Group 1, further away, waits for the commotion as their signal to move forward
(maybe not from the "other" side of the temple, but a bit across the compound.) Drogo is behind w/ missiles and to not be in any AoE spell area, to flank goblins, and to help anyone who gets spelled.
Sir A waits a bit until that combat is started (or shouts of "Now!", or whatever), and charges in w/ horse to break up goblins' response to that direction.
All parties push toward Temple from their directions, concentrating on shaman as much as possible.
Ya?
Haazheel Thorn:
Proposed list:
0th - light, detect magic, acid splash
1st - summon monster 1, color spray, burning hands
I'd suggest dropping Acid Splash for Ghost Sound - might be perfect for distracting guards as we approach, or making the sound of a barking dog during the main battle, and "tricksiness" is better than a little damage imo.
(Light - maybe, maybe not. If the temple is pitch black, it would indeed be a pain to have to light lanterns/torches - otoh, we need to guarantee that we get that far in the first place. Might Dancing Lights be almost as good and also serve double duty sim to Ghost Sound? If we are in hot pursuit it's still 1 min of multiple "torches" (v. 10 min of 1 torch equiv), and that's only needed if it is truly pitch black. If it's a more complex situation, we light multiple torches/lanterns and do it old-school.
Or even a 2nd Ghost Sound, since we aren't sure if we'll need light, but a barking dog could be real handy.
Or not - it's a judgement call, no doubt.)
Also, re Detect Magic - that's for mopping up, spotting magical loot after the battle is over, and I'm all in favor of someone having it. But I don't think it should be the wizard. We have a Cleric (who may not use all their orisons), but also (hopefully?) the Sorcerer. I think another "tricky" spell is far more important and potentially critical.
The problem with Summon Monster is that it only lasts 1 round/level - so at 1st level, that's a just blip on the tactical map. The creature's attack isn't that reliable, and 1 round of flanking is only a couple goblins who may or may not have died anyway. I would say a 2nd Color Spray would be far superior - area of effect, multiple opponents out of the combat - money spell.
And Burning Hands - Dellas already has that ("fire sorcerer") the AoE is the same as Color Spray, and the diff is a little damage vs. unconscious and blind and stunned - which is to say, none is runnin', and none is still fightin' - dey all dead. More, I'd rather see a goblin try to make a Will ST than a Reflex. ;)
I'm all for diversity and options and having a spell for every contingency, but in this case, against massed goblins, I would say 2 Color Sprays, then either stay on offense and take Grease (as your Conjuration spell), or take care of yourself and bring Mage Armour. Gotta believe the goblins will have bows or javelins, and one lucky toss could drop our wizard , which also takes our cleric out for 1 turn - not good.
So, I'd suggest something like...
0 - Ghost Sound
0 - Ghost Sound
0 - Dancing Lights/Light
1 - Color Spray
1 - Color Spray
1 - Mage Armour (or Grease?)
You are The Wizard - bring the juice.
So the Cleric has, as orisons, Light and 2x DM, saving one DM for last to swap to CMW only if needed. (For Level 1, Bless would be the only really useful spell, but I don't think we'd want to risk using that before the combat and NOT having 3 CLW's.) :/
And if Dellas has DM, then that's his job.