Trust Me, It's As Easy As It Sounds...
What You Need...
First We Begin With the Name of the Dungeon...Optional
5.Extremely Uncomfortable Couches
6.Very Bloody Death
10.Outrageous Orcs and Ogres
12.Killer Kobolds (isn't that an oxymoron?)
13.Mildly Uncomfortable Bowels
Okay, Okay, so the names are a little silly, but you get the idea.
Now On To The Dungeon...
First we need to determine the shape of the entrance...so roll 1d8.
1.Large stone arch, open
2.Large stone arch with stone door
3.2 huge wooden doors, arching up to a gothic point
4.A drawbridge across a moat of (insert moat substance here)
5.A cave entrance
6.A glass door (hey, it could be done...)
7.Small stone doorway, open
8.Small stone doorway, closed
Whether or not the entrance is a. trapped, or b.puzzled is up to you. If you want it to be see my Traps and Puzzles page for help.
Now we get on to the inside of the dungeon. The next rules you will repeat until your PC's get to where you want them to be or until you decide the dungeon is plenty big enough.
First we need to see what kind of room or hall the PCs have stepped into...Roll 1d20
20.Exit to Outside
Now, remember, these rolls may have to be played with to make things work...be creative but don't irritate your PC's too much. A little reality is always good.
On the shape of a room...Roll 1d8
7.No rhyme or reason to the shape of the room
Suppose you do roll a room, or even just a hallway if you like...How many doors/exits does the room/hall have? Easy, roll 1d4.
1. 1 exit
2. 2 exits
3. 3 exits
4. 4 or more exits (boy, didn't see that one coming...: ))
And suppose you want to get a little more creative and figure out what's in the room...Roll 1d20
4-6. Treasure! (mundane)
7. Treasure! (magical)
8-15. Nothing at all.
Of course, you can always use my random monster and treasure tables or my random traps tables. Enjoy!