Without using quarters, all dice are assumed to represent the common quarter -- in other words, mostly nondescript rooms repurposed as lairs or storage, or currently empty. If you use the information in the rings, rolling as you would for a settlement, you can add:
- Noble Areas: throne rooms, treasure vaults, dining halls, other rooms designed to display wealth and power. This does not mean that the wealth is still present, or that it is easily transportable; it only defines the previous function of the rooms.
- Focal (Specialty) Areas: If you define in advance what the location was originally built for, any Focal districts will have equipment left over (or currently in use) from previous activities. Thus, if you are rolling a random mine, Focal areas will include smelters, stops for mine carts, mining supply rooms filled with rope and pickaxes.
- Craft Areas: Miscellaneous workshops for other tasks. Equipment might still be viable, even if the area is mostly ruins; if the location wasn't abandoned or was taken over by new occupants, the areas may still be in use for their intended purpose.
What kind of monster will depend on the conditions in that district, of course. I'll cover that topic in a future post.