very sorry I was swept away with important things one after another, but Roll to Dodge shall continue! [@GodOfWar] You roll a: 3! You muster up a great army of carrots, but when you enfore healthy eating most of them leave but that means they become partial cannibals. You have a weak carrot army. [@ArenaSnow] You roll a: 3! The blog is taken down, but a smaller fan site pops up to continue the job. For the attack on Humania, Wait until the end of the post for the first battle of the war. [@ManiacMaestro] Same goes for you [@Takashi] You roll a: 3! Your lawyer is only sub-par and only manages to get the orcs(Every single one of them) to apologize. For your story, You roll a: 1! It largely goes unnoticed due to the new site and only a few people on it right now. As the site starts to heat up again you get a few hateful comments about the fact the you'd even apply for the orc army. You post then is pushed off the first page to be lost forever. [@Pripovednik] You roll a: 2! There seems to be no handsome young ladies on this entire planet. [@UnlosingRanger] You roll a: 1! You are about to start wrestling with the [color=9e0b0f]CUSTOMARY BLACK HOLE 'PARADOX CLEANSER'[/color] when it disappears and you fall face first into the mud of this strange world. Gross. [@hiddenleafguy]Just wait a sec [@GodOfWar]You roll a: 2! You summoning powers are too weak. (Before we start the battle, ManiacMaestro You roll a: 6!You become a great prophet, and amass a very large religion following you, this largely stops the battle about to happen. But you also amass a large amount of enemies (who happen to be atheists) and they come at you ready to kill! You must ROLL TO DODGE! You roll a: 4! You manage to keep the atheists at bay and not be killed.) This battle is now purely about the clash of kingdoms, with racism banned by the new religion, Humania and (ArenaSnow needs to name their kingdom). This also means each kingdom has a multiracial army. [b]Seige of the Capital![/b] For this battle Arena is the attackers, and Hidden is the defenders. (also sorry I sort of mixed medieval and modern here, mentions planes and tanks, but also boiling pitch being poured off a castle.) (All modifiers to rolls are already added in. For example if you had a +1 and rolled a 4, I put down a 5) First minibattle(If you are not part of the battle and wish to know how wars work, look in the OCC): Attackers (+1 for having larger army than the garrison) roll a: 5! Defenders roll a: 2! The (unnamed kingdom) army advances with unknown speed and demolishes the outer defenses, then starts moving inward and slaughters nearly all of the garrison, with no mercy! Attackers call for reinforcement: 5! Bombers and tanks pull up ready for the next assault(+2 next minibattle) Defenders call for reinforcement: 6! The army arrives, albeit a little late, With an absolutely INSANE amount of force including boiling pitch and your finest warriors, the only problem is that it is all across the (Just a random name I made) Tarkel Sea. You must ROLL TO TRANSPORT! You roll a: 4! Your reinforcements make it over safely.(+3 next minibattle) Second minibattle: Attackers roll a: 4! Defender roll a: 4! The fight is brutal as the pitch pours down on the front of the attackers and the defending army has to make up for lost ground. Eventually, with many, many losses, the defenders manage to push back the attackers slightly closer to what used to be the city walls. Attackers call for reinforcement: 1! You support is far away and cannot make it this MB(minibattle). And on top of that some of your army has died of disease! (-1 next MB) Defenders call in reinforcement: 6! Another wave of troops are ready to be ferried across, along with some bombers already on their way. You must ROLL TO TRANSPORT! You roll a: 3! Most troops make it over. (+2 next MB) Third MB: Attackers roll a: 3! Defenders roll a: [color=007236][b]8[/b][/color]! The defenders roll out and completely SHRED the opponent to the ground. The defending army pushes out until they kill every single living person in the attacking army. They then send out their bombers to scout for any reinforcements and bomb them all to hell. (-2 next battle for ArenaSnow) The defenders win the battle with only 2 won MBs due to completely wrecking the attacking army with no mercy. Hiddenleafguy: 1 Arenasnow: 0 [b]Seige of the Trade Port[/b] Arena will be the defender, Hidden will be the attacker. First MB: Attackers roll a: 4! Defenders roll a: 2! The attackers do an amphibious landing taking minor casualties pushing up to the trade city. The defenders are still low on morale since the last fight, but then someone shouts out "Remember what they did to us! Remember their merciless ways! Avenge your fallen brethren!" This seems to have a 'Remember the Alamo' affect on the defenders, giving the a permanent +1 to all fighting. Attackers call in reinforcement: 1! It seems reinforcement is running late and the look on the defenders' face are scaring your men!(-1 next MB) Defenders call in reinforcement: 5! A very large amount of troops come in from far and wide in your kingdom, ready for battle and prepared for the worst. (+2 next battle) Second MB: Attackers roll a: 3! Defenders roll a: 4! The attackers succumb to intimidation by the enemy and lose a bit of ground, but win on the fight side killing only a few troops. The defenders tried a new tactic but couldn't pull it off and ended up relying solely on morale damage. Attackers call for reinforcement: 1! Where are they? Celebrating over a victory instead of helping in another battle going on right now? Ridiculous. (-1) Defenders call for reinforcement: 1! You start to lose a bit of troops due to, what they think, is an incompetent army, which negates your remember the alamo bonus next MB. Third MB: Attackers roll a: 5! (The -1 actually helped here, avoiding a 6) Defenders roll a: 1! With both armies losing manpower, the attackers take advantage and plan a sneak attack, decimating defending numbers. Attackers call for reinforcement: 2! With still no more reinforcement, your army seems to be doing fine after the recent success. Defenders call for reinforcement: 3! You get a few more reinforcements, but nothing notable. Fourth MB: Attackers roll a: 1! Defenders roll a: 6! The defenders start to reconquer their territory, whilst taking many enemies prisoner, not wanting to be the very thing they're fighting. Unfortunately, they push the attackers back and get themselves into a position where the enemy boats can fire upon them, so they must ROLL TO DODGE! They roll a: 3! They suffer minor casualties. Attackers call for reinforcement: 5! Finally the support arrives, bloodthirsty for the final clash. (+2 next MB) Defenders call for reinforcement: 6! It seems the entire kingdom arrives for the final fight, the only problem is that city is too crowded to efficiently fight, so you must ROLL TO PROVIDE BOATS! Your roll a: 1! You can not provide boats so you fight less efficiently. (+1) Final MB: Attackers roll a: [b][color=007236]8[/color][/b]! Defenders roll a: 3! The attackers pull out their final trick up their sleeves and murder all of ArenaSnow's army, then torch the trade center and call in that they can start building their new planned trade city here. Hiddenleafguy: 2 ArenaSnow: 0 (If you think the battle process is a little tedious we can change it, but if it's fine we can keep it.)