It's early summer, so it's kind of a coin flip about whether he's going to make it.
A tragecomedy, in three acts:
Prologue: Summer in the year 101. The humans come to trade. I don't really pay much attention, working on other things. The humans die in a fire, literally. I don't notice at all, hardly ever looking above ground.
Act the First: Summer in the year 102, in which the humans siege. A little amused, I check the deceased list -- yep, the liaison had died dring the fire of 101. I've killed many liaisons, trashed dozens of caravans in other games, but this is the first I've ever seen the humans siege. Oh well. Mostly ignored, time passes apace. Eventually, I finish a drowning chamber for them, and open the entrance, but still they sit. From our research, this is not unexpected, but it is annoying. It's not until near the end of winter that they venture forth into it and drown. Siege over, but I missed the dwarven caravan for the year.
Act the Second: Summer in the year 103. A glassmaker withdraws from society! He demands cloth! Silk cloth! We have none...and, the humans siege again!
His only hope is to get some from the dwarven caravan...but it won't come if there's a siege. The humans must be repelled before autumn...but we have no military.
Options are raised and considered, but there seems to be only one answer -- kill the humans with a wildfire. The irony is not lost on the dwarves, seeing as the siege was started by humans being killed in a wildfire. A wildfire machine is prepared, but progress is slow as everytime a dwarf goes outside, the humans charge at him, he runs off, they chase a little bit, then go back to their campfires. Eventually, however, the machine is done, and a fire is started.
As it expands outward, some of the humans retreat up some ramps. Fire won't go up the ramps, so they would live. After a hurried conference, dwarves are sent out to gather plants in the already burnt out center of the fire, which lures the humans into charging into their fiery deaths. Hurrah, the siege is defeated, days into autumn!
Act the Third: Autumn in the year 103. Almost on cue, the dwarven caravan arrives...Armok be praised! (I thought perhaps since it was three or so days into autumn before the siege was listed, no caravan would appear.) With impeccable timing, they arrive after the fire has burned out in their area, and unconcerned about the ashy wasteland, they head towards the Trade Depot. On the way there, they trigger not one, not two, not three, but *four* goblin ambushes! (I swear out loud at this.)
Dwarven and goblin bits go everywhere. Some wagons and mules try to run, only to be cut down by crossbow fire. Some dwarves escape, but most do not. The goblins pick off the survivors, and then march directly into my drowning chamber, where they have the good graces to drown. A quick scan of the stocks menu shows that one of the dead pack animals has a bin full of silk cloth! It is speedily unforbidden, and my moody glassmaker sprints off to retrieve his prize amongst the smoking, charred, blood-soaked ruin that is the outdoors, totally oblivious to the carnage that was instigated on his behalf.