1. Print out a copy of this chart:(click to enlarge)

3. Drop them on the chart:


4. For each place a die landed, that's a room (the lines you drew between them are empty corridors. If a die landed on a line, you may include both rooms or just pick one). To find out what's in a room, read what's under each die and then, using this table...

(The chart with the squares is mostly environmental factors, the table with the dice is mostly inhabitants and encounters.)
So , for example, a d8 showing a 4 landed in the square that says "corpse in here" that would indicate there was a wizard and a corpse in that room.
Obviously: assume some standard corridor width, room shape, etc. since you are being lazy and generating this dungeon on the fly.
The results have not been designed to be too terribly creative--they were designed to be generic enough that they would fit a large number of need-a-dungeon-now situations yet specific enough not to leave you scratching your head trying to think of a situation or monster that'd fit a given result.
Untested. Playtest results welcome. I made the stuff for my own use so if you don't understand some of the shorthand on it, go ahead and ask. Or just write your own.
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In other news, here's Me and Mandy Morbid and James Raggi talking on the radio about (first) Vornheim (second) LOTFP:Weird Fantasy and (Third) story games and story gamers and hedgehogs. James feels like he did a pretty good job saying what his game is about on there, if you're curious. Also, there's a promo code for a discount to buy our game stuff buried somewhere in all that audio.