In fact, developing a UDP  (universal dungeon profile) was one of the first things I did for adventurer. 
Towers, Temples and TerrorsWhat   is the point of realms and cities if there is no room for profitable   adventure free from city guards and the king’s army? What hero of worth   in a sword and sorcery yarn has failed to delve into a wizards tower  for  forbidden gold ortreasure ?  Labyrinthine hallways, locked portals,  magical constructs, terrible monsters of myth and legend, all await  within.  And, as ever, the nemesis!  The mage at the center of his  construct, the spider in the web!  But that's not all!  When the wizards  tower is missing, or looted, there are the ruined cities, hidden lairs  (of thieves, pirates and  bandits), lost dungeons deep beneath the earth  along with  caves caverns and the underworld all draw the hero like a  magnet.  Glory, gold and artifacts of unspeakable power all await amidst  terrible guardians, and cunning traps.  Evil cults and pretenders to  thrones must be ferreted out and overthrown –or contacted and joined!  
The   cunning GM must always consider that a well stocked ruin is a far   better investment of time than a detailed exposition of a ruler’s family   in a distant realm. 
In  general, one cannot go far wrong with a wizards tower or ancient ruin  (subterranean or not).  The  Tower may have an active plotting  inhabitant, with organized patrols,  reset traps, and well hidden  treasures, or the master may be gone, and  the keep simply a convenient  lair for his surviving minions and lesser  evils.  Ruins will be  inhabited by survivors or squatters,  and make excellent lairs for  fantastical creatures (which may well be  the cause of the ruin).  Tombs  too should abound in plenty,  stocked with the grave goods of dead  kings wizards and conquerors;  protected by fiendish traps, hidden areas  and terrible spirits. 
Several  such sites should be premapped, generally at least one each of tower,  ruin and tomb.  Practically,  it is recommended each level or specific  area be limited to a single  piece of paper, with maps and encounter  keys all upon one side.  
Generally,  such adventure havens come in two types: organized and haphazard.   Organized sites generally have a well defined overall purpose, and  inhabitants and contents that support this mission.  The  inhabitants  and contents (traps, treasures, and access) tend to  cooperate towards a  specific goal –although factions may exist!  Traps are often complex  and well maintained, and generally make allowance for safe passage for  those who have the authority.  
Haphazard   sites tend to be abandoned and generally anarchic, with random   inhabitants that may or may not cooperate, compete or ignore each   others.  Much is simply the detritus of absent inhabitants, or loot from  deeper in.  The stronger monsters will tend to have the best and most  isolated lairs, seeing the lesser as cheap protection.  Traps will tend  to be very long lasting and self resetting, or simple and crude, set by  the new inhabitants. 
     
Challenge
   | Code | A | B | C | D | E | X | 
   | Theme | Epic Foe | Tribal; unified | Tribal, balkanized | Horde | Undead  | Beasts | 
   | x/36 | 3 | 7 | 11 | 5 | 4 | 6 | 
   | 2d6 Roll | 2-3  | 4-5 | 6-7 | 8 | 9 | 10-12 | 
  
                 
   | Epic   Foe | The Site is inhabited by a   single foe of  great power ,  possibly with useless but   annoying  minions  | 
   | Tribal,   Unified | The site is inhabited   several unified cooperative  groups of threat rating -4   (min 1) | 
   | Tribal,   Balkanized | The site is inhabited by a   several hostile or at least  uncooperative groups equal   to 1d6+11 | 
   | Horde | The site is inhabited by a   large and shifting number  of groups equal to threat rating *2 with little or  no overall  organization or interaction | 
   | Undead    | The site is inhabited by leaderless undead,  summoned and bound abominations or  unspeakable constructs, all acting   entirely  reactively and without regard to the   other  inhabitants.  | 
   | Beasts | The site is inhabited by a   variety of beasts  and/or dangerous pests. | 
     
   | 
 | Denizens | Type | Size (guidelines) | 
 | 
   | 
 | 2d6 -2 | 2d6-7 +Denizens | 2d6-7+Denizens | 
 | 
   | 0 | 1 | Lair | 100-600   sqft x Denizens | 
 | 
   | 1 | 2-4 | Cave | 1d6*1d6   acres | 
 | 
   | 2 | 5-10 | Tower or   temple, active | 2d6 *2d6   acres in 1d6 levels | 
 | 
   | 3 | 11-20 | Tower or   Temple, buried | 1d6*1d6  acres in 2d6 levels | 
 | 
   | 4 | 21-50 | Tower or   Temple, Ruined | 2d6 *2d6   acres in 1d6 levels | 
 | 
   | 5 | 51-100 | Catacomb,   tunnel complex, Dungeon | 2d6 *1d6   acres  in 1d3*1d6 levels | 
 | 
   | 6 | 100-250 | Necropolis | d6*d6   *2d6 structures | 
 | 
   | 7 | 251-500 | City,   Ruined | ((2d6*d6   )) ^2   |                     | 
   | 8 | 500-1000 | City,   Buried | (d6*d6)^2   in 1d6 levels | 
 | 
   | 9 | 1001-10,000 | City,   Lost, inhabited | ((d6*d6   )) ^2 | 
 | 
   | A | 10,000 + | Lost   Kingdom | Frikkin  huge | 
 | 
* yes, square it.  This  actually covers the range from troy (~4 acres) to  50% bigger than  ancient (augustian) rome. The average size is bigger than would be  reasonably expected  from a survey of classical cities, but, 1. It’s a  ruin, and 2.  For adventure, the bigger the better. 
   | 
 | Reputation equivalent | Protection (example) | Strategy | 
   | 
 | 2d6-2 | 2d6-7 + Reputation | 2d6-7+Protection | 
   | 0 | Pwell’k’arn-deloth*  (I made this up) | Wide   open | None | 
   | 1 | Rhyleh | Sock   under mattress | Passive | 
   | 2 | Atlantis | Buried   in back yard | Guerilla | 
   | 3 | Dragons   Horde | Average   Bank | Reactive | 
   | 4 | Shipwreck s mine | Prison | Indominable | 
   | 5 | Lost dutchman’ | Coldiz | Aggressive | 
   | 6 | Local   wizards tower | Supermax   facility | Berserk | 
   | 7 | Mint   building | Titan II   Missile silo | Cunning | 
   | 8 | Kings   castle | Area 51   secret labs | Tactical | 
   | 9 | Part of   general creation myths/literature | Bond   villain lair | Relentless | 
   | A | False   story | Gates of   hell | Vengeful | 
[more to come]
     
Denizens A rough guide  to how many opponents are inhabiting the site, and often, but not  always guarding the site.  Note that more powerful creatures can count  as multiple inhabitants.  Thus while a huge ancient dragon would most  likely be rating 0 denizen (1) , it could also be as strong as a hundred  men and count as a rating 6 denizen.  This is useful to keep in mind  when considering the Theme of the Site in relation to its population. . 
Type Type is further described in its own table, below. More denizens imply bigger and more complex sites. 
Size Size  defines the general area occupied by the site: this differs depending  on actual type, mainly based on being underground, a single structure,  or more spread out types such as ruined cities and catacombs. 
Reputation A  general measure of how easy it is to find out facts about the site,  hear about it at.  Half the Reputation is the equivalent of a players  reputation for determining how well known the site is, and also the  Positive DM applied to attempts to locate the general location of the  site, typically the standard 1 week campaign hex.   The specific  location is modified by access. 
If  the rating is A, however, the site does not actually exist, although  rumor and myth have its stats as otherwise rolled.  Reroll Rep as 1d6  for purposes of hearing the false leads and finding the purported   general location of the non-existent site. 
Protection  How hard it is to get into, and to locate the site itself once the  correct wilderness hex is found.  Once the hex is located (by  Reputation) the site must be found, either by game play with higher  values of Protection  being harder to find.  Alternately, an appropriate  task check can be made (Recon, Knowledge, etc) with Half the Security  rating (round down)as  the negative DM to locate the site within the  campaign hex. Note that if the site doesn't exist (see above) a  successful location roll simply means you’ve figured out the joke.  
Entering  the site can be handled by a 2d task throw using stealth type skills as  modifiers and half the security rating as a negative modifier(round  up).  Alternately, and preferably, use the Access as a guide to setting  up security, with higher values being harder and more dangerous. 
The  assumption linking this to Reputation is that well known sites need  tight security to survive, and for lost sites, protection is slacker. 
Strategy  An  approximation of how the denizens protect the site it is a complicated  enough topic to deserve its own section (below) The strategy rating  determines the chance to encounter random denizens each turn (see  below). 
The assumption linking this to protection is that draconian security tends to make more well trained and aggressive guards. 
Threat: Is the general danger associated with the site. Obviously highly reliant on the gm to operationalize.
     
After generating, tweaking and fudging the basic UDP, the Hoard is then generated. 
Hoard
Finally, the reason we are here !  The sites’s horde rating is the final measure of its value, both in the  main cache of the biggest boss,, and spread around and hidden  throughout. Basic procedure is: roll 1d6 and add modifiers from table.   The main horde consists of final number on the Hoard table.  This is the  big one, the one the whole thing may be protecting – or the main  dumping ground for undead who dislike silver (say).  This treasure is in  one place.  All lower coin values are also found, but spread out  through the rest of the dungeon and its denizens. Similalry, roll once  more on the gems,jewels and magic items at Hoard -1, and distribute any  that result as with coins.   Now that’s a place worth getting you neck  snapped for, right ?  Hmmmmm.  Your characters neck.  Sound better ?
   | 
 | Challenge | Denizens | Size | Type* | Reputation | Protection | Strategy | 
   | 0 | 
 | 
 | +1 | -2 | +1 | -2 | -3 | 
   | 1 | 
 | 
 | 
 | -1 | +1 | 
 | -2 | 
   | 2 | 
 | 
 | 
 | 
 | 
 | 
 | -1 | 
   | 3 | 
 | 
 | 
 | +1 | 
 | 
 | 
 | 
   | 4 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
   | 5 | 
 | 
 | 
 | +1 | 
 | 
 | 
 | 
   | 6 | 
 | 
 | 
 | +1 | 
 | 
 | 
 | 
   | 7 | 
 | 
 | 
 | 
 | 
 | 
 | +1 | 
   | 8 | 
 | +1 | 
 | +1 | +1 | 
 | +1 | 
   | 9 | 
 | +1 | 
 | +1 | +1 | +1 | +2 | 
   | A | +4 | +1 | +1 | +2 | +6 * | +1 | +2 | 
   | B | +2 | 
 | 
 | 
 | 
 | 
 | 
 | 
   | C | +1 | 
 | 
 | 
 | 
 | 
 | 
 | 
   | D | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
   | E | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
   | X | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
*Remember, it’s a fish story…….
   | 1d6 + mods | Metal | Gems : d6 x (rating+1) | Jewelry:  d6 + rating | Minor   magic:  d3 | Magic   item:  H -L | Artifact:  1 | 
   | 0 | Copper  2d6 *10 | 10+ | 12 + | 10+ | 12 + | 12 +  | 
   | 1 | Copper  2d6 *100 | 10+ | 12 + | 10+ | 12 + | 12 + | 
   | 2 | Bronze   2d6 *100 | 9+ | 11+ | 10+ | 12 + | 12 + | 
   | 3 | Silver   2d6 *100 | 9+ | 11+ | 10+ | 12 + | 12 + | 
   | 4 | Bronze   2d6 *1000 | 8+ | 10+ | 9+ | 11+ | 12 + | 
   | 5 | Silver   2d6 *1000 | 8+ | 10+ | 9+ | 11+ | 12 + | 
   | 6 | Gold 2d6*100 | 7+ | 9+ | 9+ | 11+ | 12 + | 
   | 7 | Silver Talents 2d6 | 7+ | 9+ | 9+ | 11+ | 12 + | 
   | 8 | Silver   2d6 *10000 | 6+ | 8+ | 8+ | 10+ | 12 + | 
   | 9 | Gold 2d6 *1000 | 6+ | 8+ | 8+ | 10+ | 12 + | 
   | A | Silver Talents 2d6 *10 | 5+ | 7+ | 8+ | 10+ | 12 + | 
   | B | Gold Talents 2d6 | 5+ | 7+ | 8+ | 10+ | 12 + | 
   | C | Gold 2d6 *10000 | 4+ | 6+ | 7+ | 9+ | 12 + | 
   | D | Silver Talents 2d6 *100 | 4+ | 6+ | 7+ | 9+ | 12 + | 
   | E | Gold Talents 2d6*10 | 3+ | 5+ | 7+ | 9+ | 12 + | 
   | F | Silver Talents 2d6 *1000 | 3+ | 5+ | 7+ | 9+ | 12 + | 
   | G | Gold Talents 2d6 *100 | 3+ | 4+ | 6+ | 8+ | 12 + | 
   | H | Silver Talents 2d6 *10000 | 3+ | 4+ | 6+ | 8+ | 12 + | 
   | J | Gold Talents 2d6 *1000 | 3+ | 3+ | 6+ | 8+ | 12 + |