I’ve recently become very interested in the Hex Flower procedural method that Goblin’s Henchman has created (?). Full explanation here but the gist is a 19 hex “flower” that is navigated with a roll of 2d6 and a navigation diagram. The distribution of 2d6 rolls gives a tendency towards the lower left so you can plot your events from most likely to least likely rather than purely random.
You can use a flower for each “dimension” of the area you want to randomize. In their “In The Heart Of The Sea” there are 3; encounters, weather, and waves for example.
I’m using this method to simulate an unmappable, ant colony like mine. I’m introducing Warp Stone from AWoD to my DW campaign so I’ve made it a kobold warp stone mine (kobolds have warp resistance, who knew?).
In my own test runs I’ve gone well over 20 moves and 4 encounters so hopefully the party will take the hint and force one of the kobolds to act as guide before they mutate into helpless horrors. Or not, that’d be cool too.
I think this could be an interesting alternative to methods like the Labyrinth Move by @jasoncordova for those times you want to have types of encounters pre-planned with at least a little statistical spread.
Here’s my kobold mine for your amusement: