Showcase #8: Post-Apocalyptic Dungeon — Silo Zero-Seven Fallout Repository #2662
eserlan
started this conversation in
Show and tell
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
This showcase fills the
locationkind gap in the example library (#2565, #2542, #2644) with the Dungeon Generator in Post-Apocalyptic.Every example published so far in this series that involves a "place" has been settlement-scale — a whole town or district. This one is deliberately smaller: a single explorable site, fixed to four sectors, small enough that a GM can run it cold from one read.
Below is an unedited, raw output from rolling a Post-Apocalyptic dungeon (Silo Zero-Seven Fallout Repository).
Silo Zero-Seven Fallout Repository
History & Original Purpose
Silo Zero-Seven was commissioned by a pre-collapse federal contractor as a continuity-of-government shelter, built into reinforced concrete deep enough to survive a direct strike on the regional command centre it served. It housed a rotating staff of essential personnel, a small missile silo for the base's own defence battery, and enough sealed stores to outlast a decade of surface unlivability.
It was never meant to be found by anyone outside its clearance list. The blast door's entrance, a slab half-melted into its frame by whatever hit the surface nearby, was disguised as a maintenance access point for a rail spur that no longer exists.
Current State & Function
The shelter is still sealed, waiting for an all-clear that never came. Its original staff are long dead, but the facility itself never fully failed — a diesel generator still turns over when called on, and the lower levels have been claimed by two groups who arrived generations apart and now hold an uneasy, unequal truce over what's left of it.
Signature Feature
The Unexploded Warhead — A nuclear missile still resting upright in its rusted launch bay in the Command Bunker Silo, worshipped by the facility's cult faction as a sleeping god they believe must never be woken — and never disarmed, either.
Key Sectors & Layout
Sector 1: Decontamination Shaft
Rusted airlock with dead battery banks and warning signs painted in flaking orange pigment. The only intact entrance, and both factions keep a watch rotation on it.
Sector 2: Living Quarters Block B
Bunkrooms littered with fifty-year-old personal effects, rusted lockers, and overturned cots. The Vault-Dweller Remnant has resettled here, one family to a bunkroom.
Sector 3: Water Reclamation Loop
Dripping pipework and rust-choked filtration tanks feeding a stagnant reserve pool. A breach here is slowly flooding the lower level with lightly irradiated runoff.
Sector 4: Command Bunker Silo
Reinforced control room looking out through thick leaded glass onto the still-loaded launch tube. Held exclusively by the Cinder-Walker Cult, who allow no one else inside.
Faction Situation
The Vault-Dweller Remnant and the Cinder-Walker Cult do not fight, exactly — they coexist on a truce neither side will call by that name, each convinced the other needs them more. The Remnant needs the cult's tacit permission to draw water past the silo checkpoint; the cult needs the Remnant's numbers to keep outsiders from ever reaching the warhead they guard. Both arrangements are fraying, and both sides know it.
The Feral Vault-Dweller Remnant
Identity: Descendants of the shelter's original support staff, three generations removed from the surface and deeply suspicious of anyone who claims to be from it.
Fiercely protective of their own, but reflexively hostile to any outsider, including ones who could genuinely help them.
Goal: Seal the radiation breach in the Water Reclamation Loop before it poisons the only water source they have left.
Drive: Survival.
Obstacle: Radiation creeping in through a breach they cannot seal without tools and expertise none of them possess.
Origin: Founded by the shelter's last surviving duty roster, who chose to stay rather than risk the surface.
Belief: The surface killed everyone who ever left to check on it, so no one leaves anymore.
Territory: Living Quarters Block B, and contested access to the Water Reclamation Loop.
Strength: Numbers — roughly forty souls, more than the cult can match in a direct confrontation.
Leader: Warden Yeva Osric — the closest thing they have to elected authority, and the only one still willing to negotiate with the cult directly.
Notable: Deacon Marl — their last remaining member with any pre-collapse technical training, and the only person alive who might actually be able to fix the breach.
Relationship: Locked in an unspoken truce with the Cinder-Walker Cult over water access, and increasingly desperate as the breach worsens.
The Cinder-Walker Cult
Identity: A congregation formed two generations ago around the belief that the facility's silence after the collapse was a deliberate sign from the old world, not an accident.
Genuinely disciplined and orderly, but rigid to the point of letting people suffer rather than break a rule about the warhead.
Goal: Keep the warhead in the Command Bunker Silo untouched and unwoken until whatever sign they're waiting for finally arrives.
Drive: Devotion.
Obstacle: Their own internal discord — a growing faction within the cult believes the sign has already come and been ignored.
Origin: Founded by a scavenger who found the Command Bunker Silo intact and undisturbed and decided that meant something.
Belief: The facility's silence for thirty clean years is proof it is protected, and disturbing the warhead would end that protection.
Territory: Command Bunker Silo, exclusively, and the checkpoint at Sector 1.
Strength: Control of the only sealed, radiation-clean sector in the facility, which the Remnant needs and cannot take by force.
Leader: First Warden Cass Thorne — presides over the vigil and has not left the Command Bunker Silo in eleven years.
Notable: Acolyte Renn — leads the internal faction that believes the sign has already come, and is one bad winter from acting on it alone.
Relationship: Tolerates the Remnant's presence in exchange for their numbers discouraging outside scavengers, but trusts them with nothing that matters.
GM Reference
Dungeon Layout & Sector Connections
Central Secret / Boss Mystery
The all-clear was received, decades ago, over the shelter's own shortwave set. Someone in command at the time chose not to pass it on — the duty log shows the message logged and initialled, and nothing after it. Whether that choice was cowardice, a mistake, or something more deliberate is a mystery neither faction has ever had the means to investigate, because neither of them knows the log exists.
Hazards & Traps
Treasures & Artifacts
Adventure Hooks & Rumours
Explore the live example on Codex Cryptica at:
https://codexcryptica.com/examples/silo-zero-seven-fallout-repository
Roll your own site at:
https://codexcryptica.com/generators/dungeon-generator
Do you run faction truces like this one as a ticking clock the party can defuse, or do you let them sit indefinitely until the party pokes at them?
All reactions