This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the player's start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.