Generic Dungeon Key

[main]

1,1.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe] Inside:  [Inside]  [Andobjectmaybe]   2.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   3.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   4.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   5.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   6.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   7.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   8.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   9.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   10.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   11.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   12.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   13.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   14.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   15.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   16.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   17.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   18.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   19.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   20.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   21.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   22.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   23.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   24.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   25.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   26.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   27.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   28.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   29.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]   30.[Type] Exits (clockwise from [Compass direction.4]) First exit: [Doors] Second exit:[Doors] [Doorsmaybe] [Doorsmaybe] [Doorsmaybe]  Inside:  [Inside]  [Andobjectmaybe]
 * main

20,Hall 1,Antechamber 1,Amphitheater 1,Audience Hall 1,Courtroom Great Hall Throne Room 1,Aviary 1,Bestiary 1,Cage or Cell 1,Kennel 1,Oubliette 1,Padded Room 1,Banquet hall 1,Den 1,Game Room 1,Gallery 1,Harem 1,Maze 1,Museum 1,Music Room 1,Pool 1,Sauna 1,Bathroom 1,Bedroom 1.Cistern Room 1,Closet 1,Dining Room 1,Dressing Room 1,Hall 1,Lair 1,Larder / Pantry 1,Lounge 1,Map Room 1,Planning Room 1,Reception Chamber 1,Salon 1,Servants Dorm 1,Storage 1,Waiting Room 1,Wardrobe 1,Well Room 1,Vault 1,Armory 1,Barracks 1,Guardroom 1,Gymnasium 1,Interrogation Room 1,Mess Hall 1,Training Room 1,Crypt 1,Animal Crypt 1,Confessional 1,Crematorium 1,Embalming Chamber 1,Meditation Chamber 1,Monk Cell 1,Mass Grave 1,Robing Room 1,Shrine 1,Scriptorium 1,Temple 1,Tomb 1,Vestiary 1,Classroom 1,Conjuring Room 1,Divination Chamber 1,Inscription Chamber 1,Laboratory 1,Library 1,Morgue 1,Observatory 1,Study 1,Solar 1,Summoning Room 1,Barn 1,Kitchen 1,Forge 1,Meeting Chamber 1,Mine 1,Office 1,Pool 1,Stable 1,Treasury 1,Smokehouse 1,Tannery 1,Workshop 1,Statue hall 1,Torture Chamber 1,Trophy Room 1,Weird Alien Birthing Chamber 1,Testing Room 1,Granary 5,Stairway 3,Stairwell
 * Type

10, 5,and also:  [Fantasy Assignment.Object]
 * Andobjectmaybe

1,eating 1,killing 1,negotiating with 1,selling something to 1,aiding 1,chasing 1,that is apparently terribly worried about 1,hunting with the aid of 1,travelling with 1,that serves 1,fighting
 * Complex

50,basically empty 10,A trap:  [Traps.main] 5,A trap: [Traps.main] And:  [Weird Fantasy Monster.Main] 5,A trap: [Traps.main] And:  [Weird Fantasy Monster.Main] (actually several) 10,[Weird Fantasy Monster.Main] 5,[Weird Fantasy Monster.Main] (actually several) 5,[Weird Fantasy Monster.Main] [Complex] [Weird Fantasy Monster.Main] 5,[Weird Fantasy Monster.Main] (actually several) [Complex] [Weird Fantasy Monster.Main] 5,[Weird Fantasy Monster.Main] [Complex] [Weird Fantasy Monster.Main] (actually, several) 5,[Weird Fantasy Monster.Main] (actually several) [Complex] [Weird Fantasy Monster.Main] (actually, several)
 * Inside

4, 1,Next exit: [Doors]
 * Doorsmaybe

1,Trapped, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed. 1,Trapped, primitive/simple. Because the inhabitant culture is primitive/simple. 1,Trapped, primitive/simple. Because the mechanism is old and no longer works as well as it used to. 1,Trapped, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed. 1,Trapped, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests. 1,Trapped, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs. 1,Trapped, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value. 1,Trapped, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would. 1,Trapped, sophisticated (mechanical). Because the inhabitants hide something of value behind the door. 1,Trapped, sophisticated and magical. Because the architect culture was protecting something of value. 1,Trapped, sophisticated and magical. Because an inhabitant is a crazy wizard. 1,Trapped, sophisticated and magical. Because the architecture is alive. 1,Ordinary lock. Because the inhabitants didn't think anyone would ever come down here. 1,Ordinary lock. Because the inhabitants are too primitive to do any better. 1,Ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it. 1,Ordinary lock. Because the real heavy locks are later down the line. 1,Locked, serious lock. Because the inhabitants are protecting something of value. 1,Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders 1,Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them. 1,Locked, serious lock. Because the inhabitant includes a wizard. 1,Locked, serious lock. Because this room contains something of special value. 1,Locked, magically. Because a recent emergency int he dungeon has caused an inhabitant to go around and magically lock as many doors as possible. 1,Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals. 1,Locked, puzzle lock. Because one inhabitant is crazy. 1,Locked, puzzle lock. Because it wasn't designed as a puzzle lock but the original mechanism has sort of fallen apart over the years and now is tricky to deal with. 1,False door. Because the architect(s) was(were) eccentric. 1,False door. Because the inhabitants have some ritual reason for needing them 1,False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things. 1,Doorless archway. Because there used to be a door here but it rotted away. 1,Doorless archway. Because this was a residence. 1,Doorless archway. Because the inhabitants removed the door in order to make it into a residence. 1,Doorless archway. Because this was designed as a temple. 50,Doorless archway. 1,Ornate but unprotected. Because this used to be a temple. 1,Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants. 1,Ordinary unlocked door. Because to the inhabitants, this is an ordinary place. 1,Ordinary unlocked door. Because the lock has been broken by recent intruders. 50,Ordinary unlocked door. Because inhabitants have abandoned this place. 1,Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far. 1,Secret door, mechanically hidden. Because the architects hid something of value here. 1,Secret door, mechanically hidden. Because the inhabitants hid something of value here. 1,Secret door, mechanically hidden. Because this room was a prison. 1,Secret door, magically hidden. Because the architects were magical and hid something behind it. 1,Secret door, magically hidden. Because the inhabitants hid something behind it. 1,Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed. 1,Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered. 1,Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door. 1,Door concealed behind stuff. Because this room is semi-abandoned and full of crap. 1,Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old. 1,Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm. 1,Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because recent fighting int he complex has fucked it up. 1,Locked but key is in this room. Because the next room is a prison cell. 1,Locked but key is in this room. Because an inhabitant dropped it. 1,Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap. 1,Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps. 1,Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders. 1,Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff. 1,Door is alarmed or alerts nearby inhabitants/intruders. Because the inhabitants want intruder to come in for some reason,but also want to know when they're in here. 1,Door has a broken trap. Because it's old. 1,Door has a broken trap. Because it was poorly made by primitive inhabitants. 1,Door has a broken trap. Because it was recently sprung by intruders. 1,Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago. 1,Door has a broken lock. Because intruders just picked it. 1,Door has a broken lock. Because a beast just destroyed it. 1,Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
 * Doors