A relatively quiet period in Cryptdagger.
Migrants have brought the fortress population up to 113 (which covers the pop cap). They are housed, reasonably fed, and are being fed into the militia training squads as sets of civilian equipment become available (light armor, metal cap, shield, weapon). A few highly trained migrants have been immediately promoted to lead garrison squads (an axe lord and an elite marksdwarf).
The various industries are up and running; silk farm, cloth farming (small scale), foundry producing copper, gold, ceramic, and glass products, and the masons are converting the spare rock into furniture and block for construction. The kitchen has cave crocodile eggs in abundance as well as a cage with 44 hatchlings being saved for later slaughter (or war training for unleashing on the goblins.)
The goblins "discovered" Cryptdagger this spring right after the elves arrived to trade. A one squad siege that was repelled from the surface gate by marksdwarves placed on the roof of the keep. A not that effective bolt storm, but sufficient to drive the goblins back and kill a few. The recently arrived axe lord was then given the fortress' only set of steel armor and turned loose. This resulted in another five goblin corpses and more limping off missing an arm or leg. (The combat log is mainly the axe lord blocking and dodging attacks and landing a counterstrike now and then. The counterstriked goblin then limping off trailing blood while the rest keep fighting.)
The next siege will get a more complex greeting.
(The shortages in this fortress have been interesting. Not having iron/steel until some caravans or Goblinite comes in is not surprising or unexpected. For building weapon traps it has been poor quality mechanisms since I prefer superior or masterpiece ones for those traps.)