Draw on a squared paper sheet.
The entrance is 1 square wide.
The dungeon has 3 stats: danger, depth, secret. Spread +2, +1, -1.
*Each room*
Unless specified, roll is 2d6+stat.
room size: 3d6*3d6 squares (not only rectangles) ; when the total of squares is over 200, the dungeon is complete (the next rooms to be generated won't trigger door rolls),
doors: roll+depth (extra or new doors). On a 6-: one door, on 7-9: two doors, on 10+: 1d4 doors,
treasure: roll+secret. On 6-: roll for treasure, on 7-9: empty room. On 10+: trap!,
encounter: roll+danger. On 6-: empty room, on 7-9: roll once. on 10+: roll twice.
*Treasures*
roll d8.
1-6: roll*10 coins,
7: fine weapon (next danger roll +1),
8: magical item (next danger roll +2).
*Encounters*
Prepare 4 types of encounters: from low-level goons to extremely difficult foes. Depends on PC level.
roll d8.
1-4: Goons (roll also indicates the number of monsters in squad),
5-6: Fierce opposition,
7: Tough enemy (next secret roll -1),
8: Extremely difficult foe (next secret roll -2).
*Optional*
Give encounter types quota (10 / 4 / 2 / 1, for example). When exhausted, reroll.
Partially inspired by this tweet from John Harper: https://twitter.com/john_harper/status/433798228652195840 (although there’s no Dragon in my module)
and by Pocket Dungeon - http://pocketdungeon.weebly.com/ - for the room generator (although I hacked it a lot)