Update time. This is a big one, so I'll be breaking it into two posts. Also, without giving anything away just yet, there is a decision regarding the fort's future that must be made. I will leave it to y'all.
First off, our current roster (regarding actual forumites):
Polpolion- Miner/Administration
Scourge (of Ages)- Tanner
(Cmdr) DeeJay- Mechanic/Brewer
Mongoose- Farmer/Carpenter
Scotty- Miner/Gemworker
Trashman- Head physician/chemist
Wat(isname)- Weaponsmithing/Engineering
Kobar(44)- Axefighter
Apollo- CraftsdwarfPatriot- Armorer/Mason RePatriot- Smithmistress
(SpardaSon) Dante- Axedwarf
(NGTM-1R) Night- Expendable soapmaker
redsniper- Stonecrafter
(FireSpawn) Spark- Glassmaker
Ghostavo- Miner
Dekker- Siege Engineer
deathfun- Suturer/wound dresser
pecenipicek- Weaponsmith
Gortina- Smithmistress
Pred- Axedwarf

The oldest of Wallbones' babies has just matured into a Child. Dwarven children aren't much better than babies, but they can help out a little bit around the fort, mostly by harvesting crops.

I set the smiths a-working to make some metal armor and weapons for our melee squad. Well-crafted copper gear should be at least passably good.

Damnit. Meng Dishgears, canine hero who killed a kobold thief, has succumbed to infection. I *knew* there was something bad about that beast's blood. Our dwarves are unaffected because they washed the tainted blood off, but dogs aren't quite smart enough to do that.

I notice a cloud of miasma following another dog around, and get a little curious. Oh, miasma manifests as a thick purple cloud in-game, and indicates a really bad smell, usually coming from rot. Yes, this rot can come from necrotic tissue as well as decaying corpses.

Argh, just as I feared. Well, nothing much I can do about it, since animal healthcare is pretty much non-functional at the moment. This dog might get better on her own, but I wouldn't count on it. Infections are currently waaay OP- if certain body parts get infected (like fingernails, yes really) they can't be operated on and the infection will eventually kill the patient.

Night likes her helms. So much so that Wallbones is forbidden to export any. No skin off my nose, though the helms *would* fetch a nice price in trades.

Oho! Scotty's got a big idea for something.

Scotty's a miner, so it makes sense that his potential artifact would involve stone somehow.

He's managed to get all his materials together. Let's give it a few moments and see what he comes up with.

Boss. Another kickass furniture piece to put into the common area!

I have no idea who Ushat Copperlords is, but apparently he's got a thing for giant hares. Ushat must be a historical figure of some importance or fascination to Scotty. If anybody's interested, as always I'm willing to investigate the connection.

Night had been complaining for a while about not having a "proper mayor's quarters", so I spent a good amount of time and effort to put together the first really nice suite in Wallbones. The walls and floors have been smoothed then engraved, thus all the decorations.

Captain of the Guard apparently also necessitates nice quarters, so I whip up an apartment next to the barracks.

With the melee squad properly equipped, I think it's time to go and reveal the remainder of the first cavern layer. I need intel on the whole area so I can block off access points to the outside.

During the course of our explorations, we come across a Cave Crocodile. What do we do with dangerous wildlife? We kill the crap out of it, of course!

Kobar's squad takes down the croc, but Kobar takes some pretty serious injuries in the process. He'll live, though.

A no-name woodcrafter gets an idea for something cool. Can't wait to...

...oh **** me. Of course I started letting dwarves back into the cavern. "Surely there won't be another beast this soon!" Hahahaha no. Rescue as many dwarves as possible, consign the rest to death, you know, typical response. I don't want to play with a poisonous bite.

What the ****, really? Did I burn down an orphanage in a past life? A Titan is essentially the surface equivalent of a Forgotten Beast- randomized attributes, but uniformly dangerous. Some of my most recent migrants still have hunting and fishing enabled, so those bumblers will buy me time to seal off the rest of the fort. Shame they'll have to wind up a Titan snack.

The new bridge system completely locks out the Cobra Beast from below, but traps three citizens in the cavern layer.

At the same time, I have my masons wall off the stairs leading out from the fort. Once again, poisonous bite. Do not want.

Goddamn shame, but better just them than everybody.

Once the fort's all buttoned up, I notice something odd about the melee squad. First is Kobar- despite getting treatment for his upper body injury, he somehow managed to get his eyelid infected. Yes, his eyelid. It got scratched in his fight with the cave croc, and the infection may just kill him- remember what I said about incurable infections? Yeah, I think this is one of them.
Not pictured: Pred. I never noticed, but in the fight against the Antlion Beast, he suffered permanent nerve damage in one of his legs and needs a crutch to get around. He can still fight with his axe and shield on the same arm, he just walks a little slowly.

Start plopping down some of the furniture we've made to improve the quality of life for our newer immigrants.

As I've mentioned before, not much time passes between most of these pictures. Naturally, in the middle of all this chaos, some elves arrive. They'll get torn apart by the Titan. Screw 'em.

Moving the marksdwarf squad into position by the backdoor to try and pincusion the Cobra Beast. I'll be much more attentive with the beast's movement this time, so we should be able to kill it fairly easily.

The beast is currently overshadowed by a pointer, but it's right at the gates. Holy ****, my harebrained scheme might actually work!
Unless you look real closely at the bridge in the corridor. What do you see? That's right- a braindead civilan dwarf running right to the beast. Apparently my melee sqad decided to play as well.

Triple ****nuggets. Yep, I must've done something bad in a previous life. Now we have the Caterpillar Beast, and Kobar's decided to take them both on before his squad can back them up. Shockingly, my archers aren't shooting. Line-of-sight error, perhaps?
Of course, Kobar's squad and the flood of civilans get slaughtered. I should have been more careful with the bridge management.
Kobar has been slain.
Dante has been slain.
Pred has been slain.

Attempting to open up the line of sight, I order my miners to open up the channel to the lower levels. Five internet points if anybody can tell me what I did wrong, and why Wallbones may now be screwed.
I didn't see that I'd be channeling into a rock wall, rather than into empty space. So, some rock ramps were created, allowing the Cobra Beast into the fortress!