While I wasn't looking, an FB showed up in the first cavern layer at Necrobodice and wiped out the serpentfolk. It didn't bother going to the stair shaft for the fortress for a while, so I set up a danger room and recruited everyone who didn't have glitch-worthy labors to go put on some copper armor, grab a copper weapon, and start training.
Urgosh still got in and killed a nominal "animal caretaker" (and legendary fighter) when I wasn't looking, earning a surname in the process. After the battle, I had to improvise a hospital for two injured soldiers, and that meant opening a cave on ground level in the second cavern layer to gain access to water for the incapacitated while I built a proper hospital with a defensible well.
To my surprise and relief, most of the other soldiers immediately ran to the water to wash! They even took turns so nobody fell in.
Meanwhile, one of the two "hospitalized" dwarfs decided that FB syndromes (fever and numbness) and a sprained ankle weren't enough to keep her from reporting to the danger room for practice. I'm keeping an eye on her, but she seems stable.
The other one started moving around after the doctors visited, so everything appears to be back to normal, bar one former "animal caretaker".
The entrance to cavern 2 is heavily trapped now, and I'll put a statue as well. Once the critters start actually breeding I'll leash a couple down there for early warning if anything gets past the traps.
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In other news, Necrobodice is now in its second winter. The tetrahedrite is plentiful, and there's some gold, galena, and sphalerite to be had, too-- enough variety of metals to trade crafts for steel and tin, I suppose. Though if we really need trade goods, there have been three strange moods-- two fey, one secretive-- that have produced legendary stone and bone carvers, there are sources for all three kinds of fabric and both dimple cups and surface-growing dye plants, the glassworks are running at full tilt, and of course as usual I've massively overproduced food and drink.
Until the next immigrant invasion, everyone in the fort except for the miners, the woodcutters, a couple of medics, and one child are now in the military, using the danger room to train until I can create steel. I think I might have the medics start a sniper squadron.
No goblins yet except for that one thief. I'm sure I should be worried, but I'm too busy working on plans to expand the surface courtyard to add a statue garden, so we can quit covering that lovely red sand in puke every time someone goes outside.