Alright, here's a quick update. I hope I'll get another one off tonight, but this was too good not to post.
20th Gratnite, 11, Early Spring
Work on the bunker was halted briefly today by the notice that Id's skeleton has vanished from the corpse stockpile. It seems that that place was not safe from the corruption after all. Thankfully no one else seems to be missing apart from the duck.
The captain has told Iden to search for it, which has at least stopped him wandering the halls aimlessly. I am feeling less optimistic about our chances now, but if nothing else we have the means to seal the bunker away from those dreadful creatures, provided they remain incapable of opening doors.
23rd Granite, 11, Early Spring
What in the name of Armok's !!XXpig tail fiber sockXX!!
So... yeah. I guess it's up to the zombies and the goblins to fight over who gets these guys. If any of them are miners I'll stuff them underground and see how that goes, otherwise I'll try to let them into the passage I mentioned in my last update and close the door behind them. They'll be locked in since I closed the other end, but the two guys I have now should be able to pierce through easily enough once they make it past the rock and into the soil. Id seems to be stuck in a corner now, so I'd say that odds of survival are up overall, though only by like half a percent.
edit: Alright, here's the rest of the update.
24th Granite, 11, Early Spring
On the heels of those idiotic immigrants came a collection of cursed sparrow men. They don't seem to have noticed us yet, but it is only a matter of time. I and the commander have been working feverishly to bring in sufficient food for us to survive on until we can dig out an area in which to grow our own. The immigrants have survived so far, thanks to one who wields a steel axe, but as they are unable to dig into the fortress and we are unable to open the gate, as we have had to seal off the room containing all the levers, it is unlikely that they can be saved.
28th Granite, 11, Early Spring
And the time has come for us to flee to our bunker.
Iden and Obok are dead, and only Obok's screams have saved us from their fate. Fortunately both I and the commander were within the bunker at the time, having brought in perhaps two months worth of food, so we simply locked the door behind us. Our resources at this time are as follows:
On our persons, two full sets of clothing and a single copper pick. For furniture we have a single highwood bed, and for food we have one full barrel of wine, two half-full of beer, and one half-full of rum, as well as about thirty plump helmets.
Our labor now is dedicated to constructing a farm plot and digging out space for some rudimentary workshops, so we can begin to appease the ghosts which have been tormenting us. Armok save us all.
4th Slate, 11, Mid-Spring
Somehow those immigrants have managed to break down our drawbridge and seal themselves in the fortress proper.
Some of them seem to be soldiers, so I guess we shall see if they can deal with what Id has become. Meanwhile, we've found a patch of sand, which we hope will serve well enough for growing more plump helmets. We've also built a masons workshop, which the captain has been using to make some chairs and tables.
It feels good to finally make some progress.
10th Slate, 11, Mid-Spring
The sparrow men finally caught up with the migrants.
We shall see how well they fare.
I've played a bit more, and they actually don't do horribly, but all but five or so die, with the rest stuck on the lower level, fortunately with all the food, so I'm letting them into the bunker once it's big enough to keep them separate (since some are unhappy enough that they're likely to go berzerk). Weirdly, they all seem to be fisherdwarves.
Also, I locked most of the place with the forges off from the outside so it should be possible to reclaim it for the bunker once the sparrowmen get away from it. I'd hoped to trap one of the immigrants inside too, but no such luck.