
Postcard Adventure: The Bluebell Line (Dark Peak Solo RPG)
On Quisicosas since 18 September 2026
Featured in the newsletter of
18 September 2026 (on Substack)
What it is about
A dark parallel world you can walk into alone — now, for free. Van wants a murkcask out of the derelict mill at Beeley Wood — sealed, waterproof, left in the main room by someone he won't name. He was precise about what and vague about everything else. The one hard detail: this murkneet, before the exacid grubrun. When the exacids arrive to collect what the gutterball colony has recorded, anything still in that room goes with them. Including you. Between you and the mill runs the bluebell line, held by a longleg. It won't stop you walking through. It will remember everything you take from the south side. And in the ruins, the gutterballs don't care who you are — they care what you think, and what you think about what you're thinking, and the gap between the two. Field notes by Pip Rippon. In, cask, out — before the sixth Encounter roll. --- WHAT'S INSIDE - One Dark Peak location: Beeley Wood — the Dun path, the wood and its bluebell line, and the mill ruins - Three creatures from the Bestiary — the Longleg, the Gutterball, and the Exacids - One page of reusable rules (OSR-adjacent, 2d6, no prep required) - A boundary you can cross but not un-cross: the longleg logs what you take from the bluebell side - Passive Murk drain in the ruins: stay too long and the hive mind has a pattern on you - A 2d6 Encounter Table — 12 results - A full multi-step Exacid encounter: assess, bluff as maintenance staff, hide in the drainage channels, or fight a flanking pair - Three outcomes: cask delivered, filed as an anomaly, or walked out clear-headed with no memory of picking it up Format: A5 PDF. Murk Rating: II (see hellsborough.com/murk-rating for what that means) --- WHAT A GUTTERBALL IS A head-sized sphere with a wet stone surface and an aperture somewhere on the outside, always turned toward the most interesting thing in the room. It doesn't hurt you in a way you'd recognise as hurting. It records you. Physical attacks pass straight through the surface. Disturb one and every aperture in the room turns your way at once. --- NEW TO SOLO RPGs? Start with Something in the Hole ( hellsborough.com/adventures/something-in-the-hole ) — free, and it walks you through a complete example turn before you spend a single die roll here. This one assumes you already know how a Test works. No GM. No group. No problem. --- ABOUT THE WORLD Hellsborough is the dark matter parallel world of Sheffield, S6. Accessible through the pentagonal junction at Hillsborough Corner — the most liminal place in the universe — it is a desolate, fog-drenched, post-industrial wasteland populated by twisted denizens, organic computer networks, and the occasional barghest with hunger management issues. The Postcard Adventures are standalone solo RPG scenarios set in Hellsborough and The Dark Peak. Each one is a different location, a different set of creatures from the Bestiary, and a different very bad night. More: hellsborough.com --- Published by Demonspawn Books and Games, Sheffield S6, South Yorkshire. Written by Pip Rippon. Managed by Bull Stuart. See every Postcard Adventure, not just the newest four — free account: hellsborough.com/signup Creative Commons Attribution 4.0 International (CC BY 4.0).





