Here’s how this works. It’s a random table, but an iterative one: each result leads from the previous, but is not locked into any one path. It’s designed with a vague logic, but there’s no guarantee it will go any specific place.
Start in the center: loitering. For the next iteration, roll a d6 and go that way. Do it again, then again. Maybe you’ll go one direction, maybe you’ll loop back, maybe you’ll get stalled out somewhere. If you hit an edge, slide down along the edge to the nearest hex.
Idea shamelessly stolen from the Medieval Stalemate Simulator (or Six-Dimensional Warfare).1 Skerples stole it from Six Dimensional Weather.
So what are the denizens2 of that dungeon doing today?
Loitering: Just hanging around. Maybe the denizens are resting. Maybe just lazy. Could be just bullshitting with each other or otherwise being useless. In any event, not doing much.
Sleeping: Most or all are sleeping. Maybe there’s a guard set, but probably not. Time to sneak about!
Eating: Do the denizens look like you? Then they’re probably eating something you would eat. If not, not. They’re eating communally, sometimes, ritually and affectionately. Or maybe everyone grabs what they can then runs off and hides before someone bigger can take it from them.
Drunk: Someone stole some liquor! Or, more likely, one of the denizens is brewing or distilling some nasty hooch down there and passing it around. Either way, everyone is drunker than two skunks, and either shouting, hassling someone else, or out cold.
Under Attack: Someone or something either wants what’s inside the dungeon, or wants to destroy it. Either way, the denizens are being attacked. It could be tomb-raiders—I mean, adventurers—trying to steal other peoples’ things, or an army pacifying the area, or maybe just farmers sick of their goats being eaten.
Aftermath: Aftermath could be anything, really, so long as it’s bad. It could be the crippled and the dead from an attack, the remnants of the Plague3, or just the photophobic remains of last night’s drunken revelry.
Vile Ritual: Any sort of eldritch skanknastiness will do. A shaman of the old ways performing the sacrifice of innocents or some sorcerer stitching together parts not made to go together or simply goblins performing their traditional (nude!) fertility dance. Something no one was ever meant to see.
Hunting: Some or all of the denizens are out hunting for whatever they eat. That might be you.
Preserving: The hunt is over, and now everyone is packing away the goods for later use. Skinning, dismembering. Packing or pickling. Salting and smoking.
Decamp: Something has caused the denizens to decide to leave. It could be super boring! Maybe the well dried up. Or maybe they’re frantically fleeing something more sinister.
Prisoners: The denizens have captured what is now the unluckiest of souls. The use of said soul being ransom or punishment or feasting.
Trading: Merchants, of the traditional sort or something weirder, have arrived at the dungeon to do business. What are the means of barter?
Parlay: Enemies negotiating to become not-enemies. Sometimes it even works.
Riotous Disportment: It’s a ruckus! Up to you just how vicious the amusement happens to be.
Fortifying: The denizens are terrified, but doing something about it. The attack is imminent, and if the dungeon was hard to break into before, it will be harder soon. Traps are set, doors are barred, rubble blocks hallways, the children and valuables hidden away.
Gambling: Everyone is bored as fuck, so out come the knucklebones or the absurd wagers or the feats of speed and strength and foolishness. Everyone hates the winner.
Fighting Amongst Selves: Actually, everyone hates everyone. Someone shat in the larder or the boss is too bossy or someone fucked someone someone ought not have or a favorite spoon got stolen or some damn thing kicked off the fight.
Unrecognizable Weirdness: Just fucked up. These folks are up to some nonsense you wouldn’t have thought up given all the time and all the dope.
1 The War is a thing in your campaign, right?
2 “Denizen” is a funny word. But I don’t know who or what lives in your dungeon, so there we go.
3 The Plague is a thing in your campaign, right?