You retreat back to the first goblin room, thinking it might be a good defensible position. However, it is also utterly filthy--almost as bad as the rat's nests--and you all quickly agree that the stench and squalor (not to mention the blood from the goblin corpses) make it completely unsuitable.
The next room down--the empty, dusty, rat-dropping-strewn room just past it, whose door you opened to first encounter the caltrops and the first barricade--seems ideal. It's big enough for the eight of you, if you don't mind a little crowding. It needs some cleaning before it would be serviceable--but that mostly involves just sweeping the floor, and setting aside the worst of the loose flagstones. It is outside the goblin-populated area, if just barely, and you can close the door leading to the formerly-caltrop-strewn hallway. And it has another door that leads into the rest of the dungeon, that you can retreat through should the need arise.
Its one flaw is that you can't really effectively lay down the caltrops on the inside of the room with you, and laying them on the outside with you would serve no purpose, since with the door shut you wouldn't be able to see any intruders cautiously approach. But a quick reconnoitre of the rest of the nearby rooms shows there isn't really any place you can have both. The fountain room, for example, has the advantage of a long hallway that can be easily caltrop-strewn--but it has no door protecting it, and nowhere to run to should you be required to flee.
No, this room is definitely the best choice. While Ydyr and Kuma stand guard, Lehko gathers up the rest of the caltrops and adds them to his small sack, and Jair begins healing everyone. Then, since rigging a sound trap on the door that leads directly into your 'rest-room' would be pointless, Lehko and Jerek rig a crude noise trap on the door between the two goblin barricade rooms.
((Jair's CLW: 4+1=5. I will need to know how many CMW's you give to each char, please. Note that I will not roll for things like trapsetting until a) something triggers the trap, and b) you can observe the results.))
You then spend some time cleaning up the room you're going to rest in, and tallying the valuables you have so far managed to gather. Your total comes to 262sp, 42gp, 3 small gems, a flask of magical liquid, Karakas' gold ring, 16 lbs (8 'uses') of caltrops in a single small sack, a well-made silver flask of some sort of nonmagical vile alcohol, and a key.
All of that takes up a few hours of your time. Still, all that's left to do now is...nothing. Interminable hours pass while you wait to be able to sleep. Your lamp oil dwindles noticeably during this period; a quick tally shows you that you have brought roughly 36 hours of lantern light, 12 hours of torchlight, and 20 or so hours of candlelight between you all. You decide to use the torchlight while resting and talking in the room, and candles once everyone is finally ready to sleep.
((Once the night's over and you are ready to go in the morning--including the hour's study/prayer/etc time--I will rule you have used up 4 hours of lantern light, 8 hours of torchlight, and 10 hours of candle light. And yes, I know that doesn't add up to a full day. ; ))
You set up watches, measuring the length of time by the number of candles you burn. You are lucky and remain undisturbed for the entire night, awakening the next morning somewhat refreshed, and ready to resume where you left off...
((Heirmund, I'll need to know your spell choices for today.))