When you need help in designing a dungeon - whether it is a level in your main dungeon or a labyrinth discovered elsewhere - the following random generation system has proven itself to be useful. It must be noted that the system requires time, but it can be used directly in conjunction with actual play.
The upper level above the dungeon in which adventures are to take place should be completely planned out, and it is a good idea to use the outdoor encounter matrix to see what lives where (a staircase discovered later just might lead right into the midst of whatever it is). The stairway down lo the first level of the dungeon should be situated in the approximate middle of the upper ruins (or whatever you have as upper works).
The first level of the dungeon is always begun with a room; that is, the stairway down leads to a room, so you might go immediately to Table V, and follow the procedure indicated or use one of the following “starter” areas. Always begin a level in the middle of the sheet of graph paper.
Keep a side record of all monsters, treasures, tricks/traps, and whatever—a normal dungeon matrix. Discretion must prevail at all times.
For example: if you have decided that a level is to be but one sheet of paper in size, and the die result calls for something which goes beyond on edge, amend the result by rolling until you obtain something which will fit with your predetermined limits. Common sense will serve. If a room won’t fit, a smaller one must serve, and any room or chamber which is called for can be otherwise drown to suit what you believe to be its best positioning.
Caves and caverns for lowest levels. You may wish to have “rough-hewn” and natural tunnels in lower levels, and where rooms and chambers are indicated substitute Caves and Caverns. Exits are as above.
The random dungeon generation system is easily adaptable to solitary play. Locate the entrance to the dungeon, and then select one of the random dungeon starting areas given here, locating it in the middle of the graph paper.
Monsters. Inhabitants of the dungeon are determined from the Dungeon Encounter Matrix. For special areas you can have a friend or correspondent send you sealed information.
Listening at Doors. Use a 12-sided die, and if a 1 is rolled, there is a monster (with or without treasure). Procedure is then normal, but surprise is possible only on the monster’s part.
ESP and Other Detection Devices. Use a 6-sided die, a 1 indicating a monster which will be known - roll it out, ignoring any undead or other non-thinking monsters. Check other rooms, chambers, etc. normally and, for any monster which can not be indicated by the ESP or detection device, surprise is only possible on a roll of 1 on an 8-sided die.