As suggested - the idea of a leader will be tabled until your next rest. I'll either want a leader or a system to make decisions when you rest next.
Following Rah, you open the door. The hallway is just the same, and after a quick check for anything out of the ordinary you head around the corner.
Unsurprisingly, you are greeted by Goblins! A loud grunt from the better armored Goblin brings the rest to attention, and they jump into a loose formation. It appears they were waiting for you.
A quick look around the room reveals a fissure in the ceiling that carries the smoke away from the brazier in the corner, which appears to be the only light source. There are sacks and bedrolls around the edges of the room, and even a roasting spit next to the brazier.
The more armored Goblin takes a step forward, swinging his flail at Graven. Seeing it miss badly, he shifts back towards his comrades, letting them take up positions.
Crying loudly they surge forward, longswords in hand. The first two attacks are easily dodged, but the latter two find their target in Rah.
Hobgoblin Soldier
Hobgoblin Grunt (4)
Rah
Norian
Adis
Graven
Karan
Brazier and roasting spit are difficult terrain.
Bedrolls are normal terrain.
Rah takes a total of 10 damage. (16 remain)