Well, I've played two sessions of Dnd using Fantasy Grounds II program. We are all getting the knack of the program and so we have just been 'messing around' before we begin the real campaign. As the first three characters chosen were a fighter, a cleric and a wizard we joked about just needing a rogue to be able to call ourselves the Generic Adventuring Company. And so our mess around sessions have been in Generica. It has involved the following elements:
A 10x10 room with a Goblin.
A bucket of





in the corner with a key hidden in it.
A passage way with a chest
The Chest was trapped setting off a reloading crossbow mechanism.
Fleeing from the xbows down the hall straight into the 10 foot spiked pit trap.
The room at the end of the hall where we met the Goblins Wife: cue the witty RP Banter
She then preceeds to call her 6 sons
Fleeing back down the hallway and over the pit where we made our stand and preceeded to be pierced with javelins and throw Goblins stupid enough to jump across down into the pit.
We haven't had a chance to search yet but I'm sure there is a generic secret door hidden somewhere.
The real campaign also has a very generic start: You wake up in a room and wonder where the hell you are. You suddenly see something strange and think 'what the hell is that'.