Long day. 4:54 am, just got home, can't sleep. Here's another kind of building tables using the d6 cluster building-generator method.
Out-facing numbers (exterior of lair):
1-Locked Door w/trap
6-Chained guard animal/monster
Up-facing numbers (inhabitants)
1-Chained guard animal
Interior numbers (start with the first room and move out from there. Each combination describes what is in the next room in that direction.)
1-1 Hall w/tripwire (alarm)
1-2 Hall w/ tripwire (spikes, pit, green slime or other attack + alarm)
1-3 Hall w/tripwire (snare net, captures victims)
1-4 Hall w/ lines of arrow slits--75% chance someone is looking through
1-5 Water with movable bridge. Bridge is tied up on far side.
1-6 Hall w/ murder hole in floor or ceiling
2-2 Guard or guard animal with ambush prepared. Will attack first PC through door
2-3 Rats-filled store room
2-4 Treasure! (If this is close to the entrance it must've been hastily dropped due to some drama you'll have to make up further inside the complex)
2-5 Sleeping quarters
2-6 Empty room
3-3 Trapped door
3-4 Locked door (strong lock)
3-5 Locked and trapped door.
3-6 Locked and alarmed door.
4-4 Locked, trapped, and alarmed door.
4-5 Alarmed door (Opening door knocks over a bell, etc.)
4-6 Creepy little makeshift mini-chapel to disturbing god
5-6 All doors into this room are secret and there's treasure inside
6-6 Kitchen/firepit/food storage
On Erecting a New Campaign
6 hours ago