Year 6 in Windmirrors going well. Cavern surveying going well, a fourth candy spire found (and a tall one compared to the others), and some more traps installed in a few of the access tunnels.
The autumn dwarf caravan shows up in the west edge and starts northeast towards the closest entrance. Right when the first merchant reaches the entrance the vile force of darkness arrives to spread chaos.
Five squads of goblins (crossbow, archer, spear, mace, and hammer/maul) and a squad of trolls. All of them turn up along the west edge, or the western part of the north and south edge. And they are led by the "master" of the goblin civ. They proceed to swarm over the exposed merchants and their pack horses. The caravan guards put up some resistance but only kill a few goblins before being slain. Three merchants who have gotten in the gate opt to go back out for some reason - and a fourth gets locked in to prevent his suicide as well. These merchants are pursued eastward and cut down to the north of the main walls.
In the meantime the militia is called in from the barracks and massed near the west entrance gate, which is now closed.
Some of the pursuit and assault has carried into the north access tunnel. A troll, a few goblins, and a dwarf caravan guard are all currently melting in magma due to a dodge-me trap. More trolls, goblin, and the "master" are coming into the tunnel as well. The squads of archers and crossbow goblins are coming up from the southwest. I figure the traps will handle them for the most part - and the lever spikes will get the trolls that get past the magma.
Enter would-be dwarven hero, Kol Arbankikrost. Militia captain, master sword dwarf, too good-looking to wear a helm.
Disobeying an explicit order to take his squad to the West Gate Kol has decided to play "Horatio at the bridge" to an entire goblin siege. So he starts taking on the trolls leading the attack as they cross the bridge over the magma. Smoke fills the tunnel from the bodies and gear burning below. Two trolls go down before his blade, as does the first mace goblin attempting to advance.
Reinforcements are sent for, and the level pulled to cover the magma. Before this happens however, Kol notes the goblins wavering and goes on the offensive. He charges across the bridge and engages the goblins there. Bypassing the wounded "master" and others he emerges onto the surface in the midst of the remains of a goblin squad. Entering a martial trance he avoids wounds and dispatches a third troll, and two more goblins.
Ignoring a second (and third) order to withdraw and await help Kol then proceeds south to attack another goblin squad. Two squads of dwarves in the tunnel kill the goblin wounded as they come up and decapitate the "master". And the two goblin archer squads to the southwest have opted to retreat themselves.
However, the remaining squad is led by a goblin elite archer. As Kol advances he comes under fire and the hammer goblins form up to protect their leader. Kol tears into the squad attempting to get to the archer.
More goblins die to Kol's blade. Then disaster strikes as a arrow fired from flank hits Kol in the arm forcing him to drop the sword. While temporarily incapacitated a goblin caves in his skull with a maul. (Oh, if you had remembered to wear your helm brave Kol!)
The militia arrives and finish off the goblins, but not before the elite archer puts a few arrows in the remaining merchant and his guard as they leave via the same tunnel.
Now comes the cleanup. Caravan materials spread all over. Weapons and armor to recover. And fifteen dwarves to bury*.
* - Fourteen actually since one was melted in magma. Kol will get a more fitting permanent resting place constructed.