Back in November 2022, I wrote out a hex-crawl where there were six feuding factions of warbands seeking to capture three star-pieces. Each one had a commander with a varied level of intelligence and various resources among themselves. The idea was that the party would be drawn into the existing conflict and play various leaders against each other or become friendly to the native inhabitants and oust the imperialist forces. Unfortunately, my players never traveled south enough to arrive at the island.
In 2023, I was unable to run many significant campaigns so my friends instead became referees for their own games. One ran a Viking age game, while the other ran a cowboy western game. In the meantime, I was thinking about how I wanted to run a PBP in order to participate in my preferred role. Something that kept occurring in the games my friends was an increase in player conflicts, so I began to ponder about a PVP wargame. Several of the players had familiarity with Chainmail as we used it to resolve domain-scale battles for my campaigns. I decided to return to the Ilse of Ydromants, and instead replace the feuding warbands with 4 of my players.
Each player would be responsible for posting orders every Wednesday. They would play a commander and information given to them would be limited to what the information commander gets. Rather than a near-omniscient RTS understanding of the campaign, their understanding of the world would be closer to them being a player participating in domain-play. Information their scouts learn would only reach the player, once the scouts themselves would return to the commander. Once a week, I would take the orders from each of them and resolve each on my end. Subordinate officers would be generated with personalities and methodology which would allow me to adjudicate how they react to situations where they are the commanding officer. These are the player rules for those wishing to use this material for themselves.
Commanders
The following are the commanders seeking to obtain three star-pieces.
Player 1 is my bestfriend IRL. I introduced him to RPG's and we have been playing old-school ttrpg's together since 2015. He ran the Viking Campaign from 2022 to 2023. He was often the caller and has a good grasp of planning ahead. We often played RTS's (~140 hours) against one another. He has played a great deal of single player turn based strategy games (~460 hours of Civilization). He probably has the best head for making plots and trickery as he has also written them as a referee. He is a strong contender for most likely to win due to his experience in rpg's. He established his field-base in 8.8.
Player 2 is Player 4's wife, I was the best-man at her wedding. We have been playing old-school ttrpg's together since 2017. She has the least experience with wargames among the other players but has a demonstrated a large amount of out of the box thinking. She is a wild card and if she uses her imagination would likely win through unconventional methods. She established her field-base in 15.3
Player 3 is friend who I met on 2/1/2021 when he posted online about looking for a game. Since then we have hung out in real life. He has played many videogames with strategic elements ~1400 hours in Europa Universalis, ~370 hours in Mount and Blade Warband, ~270 hours in Civilization, and ~250 hours in Dominions. He has a bad tendency to think of a "cool idea" for a plan but fails to think of the plan necessary for the idea. He unfortunately has poor mentality to defeat, being unable to play Age of Empires 2 (our preferred RTS) as he gets easily discouraged and upset. He is a wild card and if he keeps from being discouraged by setbacks and thinks through plans would do well. He established his field-base in 5.4.
Player 4 is a dear friend, I was the best-man at his wedding. I introduced him to RPG's and we have been playing old-school ttrpg's together since 2016. He is currently running a western cowboy campaign. We often played RTS's (~140 hours) against one another. He has played many videogames with strategic elements ~1400 hours in Europa Universalis, ~1315 hours in Crusader Kings, ~916 hours in Civilization, ~260 hours in Mount and Blade Warband, and ~119 hours in Mount and Blade Bannerlord. He is "A Gamer". He has a history degree and often reads about military history. He is not the strongest RPG player however, he has a tendency to be overtly aggressive and engage in direct combat. This has cost his characters lives many times. He is a strong contender for most likely to win due to his knowledge of military history and tactics as long as he doesn't act on autopilot to attack. He established his field-base in 11.12.

Hex-Fills
2.5 Rhaetian Ruins, Green Palace
Hoard of 100pts
2.7 Violet Ydromant Village
51 Light, 26 Throwers, 2 chieftains, 1 shaman, Hoard of 57pts
38 women, 38 young
Violet Ydromants ink their flesh with white tattoos, girding themselves with skeletons of fish.
3.3 Rhaetian Ruins, Lesser Castle
Intact Keep
Intact SE and SW towers
Intact W wall
E wall has 8' gap at NE side, N wall has 6' gap at NE side
Gatehouse, NE and NW towers, S wall collapsed
Inhabited by: 57x Walking Corpses
3.9 Yugysh Pirate Lair: 8 Galleys
galley.r1 3 archers, 7 light
galley.r2 3 archers, 8 light
galley.r3 being repaired by 3 archers, 7 light, and Captain1
galley.r4 3 archers, 8 light
galley.r5 3 archers, 7 light
galley.r6 4 archers, 9 light
galley.r7 3 archers, 7 light
galley.r8 3 archers, 7 light, and Captain2
150pts hoard
{emerged week 5 of play}
3.11
Dangerous Reef with a 2 in 6 chance to deal 1d6 to passing ships
3.13 Rhaetian Ruins, Yellow Palace
Inhabited by Black Ydromant Village
Hoard of 300pts
86 Light, 42 Throwers, 4 chieftains, 2 shamans
64 women, 64 young
Hoard of 68 pts
Black Ydromants raise large fluffy-rats as livestock, raising them as men raise sheep.
3.15
Gem deposits
4.4 Lair of 40 velociraptors
{emerged week 2 of play}
4.15 Crashed Martian Cylinders
Northern Cylinder
Sarmackian War-Machine trapped within vessel
Two broken Sarmackian War-Machines inside
6 intact Sarmackian Rayguns
11pts of treasure
Southern Cylinder
Trio of Sarmackian War-Machines Lair around vessel
7 intact Sarmackian Rayguns
20pts of treasure
5.3
Dangerous Reef with a 2 in 6 chance to deal 1d6 to passing ships
5.4 Player 3 Field-base
5.8 Star-Piece
14 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8
5.9
21 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8
6.8 Rhaetian Ruins, Great Castle of the Rhaetian Ghost-King
Central Keep Collapsed
E Inner Wall and SE, SW, NW Inner Towers Intact
N,S,W Inner Wall and NE Inner Tower Collapsed
N, SE, S Outer Wall and SE, NW Outer Towers Intact
NW Outer wall has 3' gap at western side
Outer Gatehouse, NE, SW Outer Wall and NE, E, SW, S Outer Towers collapsed
Inhabited by: 27 Walking Corpses, Giant Walking Corpse, 8 Specters, 1 Wraith (Rhaetian Ghost King)
6.9
16 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8
6.11
A Xophari Warship, the Perseus, floats upon the waters here. Thirty-One corpses cover the deck, 30 of men town apart by violent blows and 1 of a seven foot tall fish-headed humanoid, slain by daggers.
{Consequence from week 3 of play}
7.6 Chiad's Wizard Tower
Wares: magic sword (adds 1 dice when attacking) 20pts x2, Scroll of Hunting 5pts
May teach known sorcery to visitor for 10pts once Zukan is slain. Teaching the new sorcery randomly deletes a known sorcery.
7.8
Gold deposits + Player 1 Gold Mine
7.12
Iron Deposits
7.13 Green Ydromant Village + Star-Piece
60 Light, 31 Throwers, 3 chieftains, 1 shaman
45 women, 45 young
Hoard of 60pts + Star-Piece
Green Ydromants fear ghosts above all else, carrying blindfold to protect themselves from their sight.
7.15 Rhaetian Ruins, Red Palace
Inhabited by: Golem
Hoard of 150pts
8.2 Star-Piece
8.3 Crimson Ydromant Village
49 Light, 25 Throwers, 2 chieftains, 1 shaman
37 women, 37 young
Hoard of 56pts
Crimson Ydromants are each learned in song craft, each member singing of their accomplishments and prowess as self introduction.
8.7 Magic Crystal Spire + Player 1 False Tower
8.8 Player 1 Field-Base
8.12 Lair of 14 Triceratops Capable of Speech
9.6 Zukan's Wizard Tower
Wares: magic shield (halves dice rolled from attacking men) 30pts x1, Potion of flying 9pts, Potion of speed 9pts
May teach known sorcery to visitor for 10pts once Zukan is slain. Teaching the new sorcery randomly deletes a known sorcery.
9.14 Lair of the Dragon Arfink
Cone Breath, Breath leaves difficult terrain, hits on 4-6 in melee
Hoard of 450pts
9.16 Rhaetian Ruins, Lesser Castle
Keep Intact
W Wall has 4' gap at NW side, N Wall has 6' gap at NE side, E Wall has 8' gap at center
S Wall and All Towers Collapsed
Inhabited by: 31 Walking Corpses, 2 Mummies
10.1
Silver deposits
10.2 Lair of the Dragon Akortini
Cloud Breath, Those who fail morale vs fear aura turn violent against companions, Knows capabilities of all foes it can see and acts accordingly
Hoard of 450pts
10.3
Gem deposits
10.4 Magic Crystal Spire
10.8 Pink Ydromant Village
45 Light, 22 Throwers, 2 chieftains, 1 shaman
34 women, 34 young
Hoard of 54pts
Pink Ydromants are foolhardy claiming that they are uniquely protected by a great spirit. [+1 Morale]
Rock carved on western side of the river with L to denote access to shallows {made by Player 1 on week 2 of play}
11.7 Star-Piece
11.11 Lair of the Dragon Trenzor + Star-Piece
Cloud Breath, Blood spilled has stuporous effect causing units which score hits to fall asleep, Ambushes on 4 in 6 due to silent movement, May breathe every third round
Hoard of 450pts + Star-Piece
11.12 Player 4 Field-Base
11.15 Magic Crystal Spire
12.5 Rhaetian Ruins, Red Palace
Golem + Hoard of 150pts
12.9 Rhaetian Ruins, Lesser Castle
Keep Collapsed
Gatehouse, S Wall, and SW Tower intact
W wall with 6' gap at NW Side, N wall with 6' gap at NE Side, E wall with 6' gap at SE Side
NW, NE, SE Towers collapsed
Inhabited by: 29 Walking Corpses, 2x Giant Walking Corpses, 16 Specters
12.13 Rhaetian Ruins, Greater Castle
Keep Intact, within is a sarcophagus which contains 100pts and a slumbering Wraith
N, S Inner walls intact and NE, SE inner towers intact
Inner Gatehouse, E, W Inner walls and NW, SW inner towers collapsed
N Outer wall and NW, NE outer towers intact
NE Outer wall with 3' gap at E Side and NW Outer wall with 5' gap at N side
Outer Gatehouse, SE, S, SW Outer Walls, and E, SE, SW, W Outer towers collapsed
Inhabited by: 36 Walking Corpses, 24 Specters, 6 Animated Statues
12.14
Iron Deposits
12.15 Lair of a Fisher of Man
13.3 Rhaetian Ruins, Lesser Castle
Keep Collapsed
N, E, W Walls and SE tower intact
S wall with 8' gap at W side
Gatehouse and NE, SW, NW Towers collapsed
Inhabited by: 27 Walking Corpses, 2 Giant Walking Corpses, 3 Mummies
13.3
Gold Deposits
13.4
Iron Deposits
13.7 Ultramarine Ydromant Village
57 Light, 29 Thowers, 2 chieftains, 1 shaman
43 women, 43 young
Hoard of 59pts
Ultramarine Ydromants ferment fruits to make liquor.
13.13 Hunting grounds of 10 Mordred Wyverns
Each is a 20' long and 8' high, dragonflies with saw toothed mandibles the size of swords. Each one is covered in glossy black chitin scales with a metallic purple tint. They construct nests which resemble 30' tall towers with pointed caps jutting into the sky. Their tails end in spiked chitinous club which resembles a morning-star. Able to be tamed by use of smoke allowing one to trained and for being ridden into battle.
4HD, Heavy, attack as 2 HD, fly 6', morale 8 is a Chimera of Carpenter Bee and Ankylosaur
{emerged week 3 of play}
14.10 Lair of a Fisher of Man
14.11 Yellow Ydromant Village
66 Light, 34 Throwers, 3 cheiftains, 4 shamans
50 women, 50 young
Hoard of 62pts
Yellow Ydromants do not construct buildings, instead sleeping beneath the open sky.
15.3 Player 2 Field-Base
15.4 Cyan Ydromant Village
34 Light, 38 Throwers, 33 berserkers (Fight as light infantry but add +2 to dice rolls, morale 12), 3 chieftains, 2 shamans, Hoard of 65pts
57 women, 57 young
Cyan Ydromants are belligerent, seeking to solve all conflict by violence and are prone to brawls among themselves. (1/3rd are berserkers)
15.10 Rhaetian Ruins, Blue Palace Ruins
Hoard of 100pts
15.14 Lair of 8 Giant Crabs upon the NW shore
{emerged week 4 of play}
15.16 Lair of the Dragon Yrubin
Line Breath, If surviving combat will remember foe and stalk after them, Fear aura effects undead and automatically succeeds vs beasts
Hoard of 450pts
Bestiary
1d20 Wandering Monsters 1 in 6 per half day of wilderness travel
1 Tyrannosaurus[1] 10HD Attack as heavy, defend and move as Medium
2 Spinosaurus[1] 6HD Attack as heavy, defend and move as Medium
3 Herd of 2d6 Triceratops[1] 6HD Medium, move and defend as heavy
4 Herd of 1d4 Brontosaurus[1] 10HD Medium, move heavy
5 Herd of 2d6 Stegosaurus[1] 4HD Light, move and defend as heavy
6 Herd of 2d6 Ankylosaurus[1] 4HD Heavy
7 Pack of 3d12 Dimeterodon[1] 2HD Light, move as heavy
8 Flock of 2d6 Pterodactyls[1] 4HD Medium w/ flight
9 Pack of 2d20 Velociraptors 1HD Light
10 Giant Snake[2] 8HD Light, Poison [in wasteland hex is instead Spinosaurus]
11 Pack of 2d10 Crocodiles[1] 2HD medium, move heavy, roll of a 1 for number means encounter is instead Giant Crocodile[1]6HD Heavy [in wasteland hex is instead Pterodactyls]
12 1d20 Giant Hunter Centipedes 1HD Light, Poison, ambush on 3 in 6
13-16 3d20 Ydromant Warriors
1d8 for Color: Violet, Black, Green, Crimson, Pink, Ultramarine, Yellow, Cyan
Light, 1/3rd carry throwing clubs, per 30 is a Chieftain (4HD), per 50 is Shaman (2HD, spells)
17 Maw of Roses 8HD, Medium, may produce 3' cloud of blinding gas, immune to normal missiles, move 3' but unaffected by difficult terrain, morale 12 and 2d6 Lesser Maws[1] 2HD, medium, move 6' but unaffected by difficult terrain, morale 12 [if in wasteland hex is instead a Tyrannosaurus]
18 2d10 Killer Moles[1] 2HD medium, ambush on 4 in 6, roll of a 1 for number means encounter is instead Giant Killer Mole* 6HD heavy, ambush on 4 in 6 [in Marsh/Swamp hex is instead Crocodiles]
19 Corpse of X
20 Conflict of X and Y
[1] attacks w/ half-hit dice [2] attacks w/ 1 hit dice
1d10 Ocean Encounters 1 in 6 per day of seafaring
1 Whale: if hostile rams into ships for 1 hit, ram hits 1d6 men on board as medium, hits indicating they are knocked overboard
2 Mosasaur: Rams into ships for 1 hit, ram hits 1d6 men on board as medium, hits indicating they are knocked overboard, then eats men overboard, morale 7
3 Kraken: 3 arms grapple the ship as heavy, 3 arms attack men on deck as light, 2 arms attack men on deck as medium, Main body has 4HD, morale 6
4 Sea Serpent: 12 HD, Wraps around ship (as ship to ship grapple but chance for cutting lines) dealing 1d6 hits per round, mouth attacks as horseman, morale 8
5 Leviathan: Rams into ships for 3 hits, ram hits 3d6 men on board as medium, hits indicating they are knocked overboard [if at shore is instead 2d6 Giant Crabs*: 4HD medium, move and defend as heavy, will grapple ship then climb aboard to attack, upon killing a man one departs]
6 Pleiosaur[2]: 8HD, Mouth attacks as heavy, upon killing a man will depart but continues to follow the ship
7 2d20 Atlantean Fish-Men, 1HD Light, morale 10
8 1d3 Yugysh Pirate Galleys (rowed) each carrying 1d20 light troops, 1/3rd archers, per 30 troops is a Captain (4HD)
9 Floating Corpse of X
10 Conflict of X and Y
[1] attacks w/ half-hit dice [2] attacks w/ 1 hit dice
Lair Notes:
Ydromants in lair, will have an additional 5d20 warriors and 50% young, 50% females of total warrior population, 50pts of treasure in addition to 2pts per 9 warriors
Maw of Roses in lair, will have an additional 3d20 Lesser Maws* (2HD, medium, move 6' but unaffected by difficult terrain, morale 12)
Atlantean Fish-Men in lair, will have an additional 3d20 Fish-Men, and a hoard of 200pts
Yugysh Pirates in lair, will have an additional 1d6 pirate ships, and a hoard of 150pts
Restless Rhaetians
Walking Corpse: Light, 6' movement, morale 12
Walking Giant Corpse: 8HD, attack and move as M, defend as H, morale 12
Mummy: 4HD, Spell: Summon 10' bubble of poison gas, moves at 6' until contact then bursts into 30' wide, 20' deep, 10' high cloud
Specter: Horseman, 12' movement, morale 12
Animated Statue: 4HD, Heroic, Heavy Infantry, Immune to mundane missiles
Wraith: 4HD, Heroic, Fly 12, Fights as Horseman, morale 12, those slain rise as servitors
Golem: 8HD, Heavy, Immune to sorcery and mundane missiles, morale 12
Misc Beings
Wizard: 3HD Light, fly 6', and 4 sorceries: Vanish, Protection from Flame, Wear Skin of Beast, Strike True
Fisher of Man: 4HD Light, rides upon a throne set upon a 20' by 10' by 10' cloud, within the cloud are 2d6+2 starving Ydromants who may be unleashed to attack in frenzied hunger. Ambushes on a 4 in 6, and if determined to have ambushed a army, a single random unit is yanked away into the sky. A fisher of men then continues to follow an army with each day a 4 in 6 chance to steal away another man. The cloud may transport up to 15 men within. It flies at 12' in battle and overland treats the cost of entering any hex as 1.
Dragon: 12HD, move 9', fly 18', defends from melee and missile as heavy, melee hits on 4-6, may breath: either 9' by 3' cone, 10' line, or 5' cloud of flame every 1d3 rounds of battle, 50% immune to sorcery, approach forces morale at 8', 4 in 6 to be in lair otherwise stalking hex, morale 10
Sarmackian War-Machine: 4HD with 3 legs and 1 "Head" each a seperate HD, all defending as Heavy+Shield, up to two "legs" are able to attack in melee trampling foes as Heavy, move 9', 1.5' square size of an equilateral triangle with legs at N, SE, and SW, "slaying a leg" has a cumulative +50% chance of the War-Machine collapsing allowing the head to be attacked, an eye upon the "head" of the war-machine is able to fire a "death ray" which hits in a 2' line with a chance of slaying men based distance away[Targets 0-6' away hits on 2-6, 7-12' away hits on 4-6, 13-18' away hits on 5-6, with penalty from cover as arrows], morale 12