Friday, February 14, 2014
d30 Rifts Mutations
The original Rifts core rulebook included an optional table where one could roll up their "family origin". A high roll would result in your character being an "Earth Mutant", a D-Bee (extradimensional being), or an alien.
"Earth Mutants", also referred to as "mutoids" (which I much prefer) are supposed to humans that were changed by the weird energies of the rifts -- and possibly by other means as well. Mutoids have largely been ignored in the game other than a few mentions here and there in early sourcebooks. (I'm told that the Dinosaur Swamp and Mad Haven books include mutoids, but I haven't read them.) The Rifts Ultimate Edition rulebook doesn't mention them at all, though this was supposedly an oversight.
D-Bees got the most attention in later books, with numerous new PC races introduced to the game in nearly every supplement. These races are usually quite different from humans, though, rolling different numbers of dice for attributes and possessing other special abilities. I kind of miss having characters of extradimensional origin that are pretty close to human.
Aliens were never really mentioned again, and it was fairly quickly established that Rifts Earth was effectively sealed off from outer space. Once, I thought it was a bad idea to limit the game in that way, but I'm actually okay with it now.
The table in the original Rifts rules is fun, but pretty abbreviated. I thought I'd try my hand at an expanded table. Like the original, this table can also be used to generate mutoids or humanlike D-Bees whose differences from normal humans are primarily cosmetic. I've tried to avoid anything that duplicates powers or races found elsewhere in the game.
___________________________________________________
Roll 1D4 times on the following table, re-rolling redundant or contradictory results. (Note that results which grant skill bonuses give a base skill rating at the percentage listed if the character lacks training in the skill.)
01 Has a long tail, similar to that of a (roll 1D8): 1 cat, 2 dog, 3 horse, 4 lizard, 5 rat, 6 monkey, 7 devil, 8 kangaroo. Tail is 2+1D4 feet long. +10% to Sense of Balance.
02 No body hair. 50% chance of no hair on the head, either.
03 Body is covered in (roll 1D8): 1 short fur, 2 long hair, 3 scales, 4 loose skin, 5 wrinkles, 6 blotches, 7 stripes, 8 sticky substance. 50% chance of unusual color*. 25% chance of being limited to a particular area or part of the body (e.g. forearms, lower legs, back, face, etc.)
04 Has armored skin. Texture is (roll 1D8): 1 chitinous, 2 leathery, 3 lumpy, 4 metallic, 5 rocky, 6 rubbery, 7 scaly, 8 woody. Add 3D6 to S.D.C. 50% chance of unusual color*.
05 Body is unusually (roll 1D6): 1-2 short and squat (reduce height by 1D6+10 inches), 3-4 tall and thin (increase height by 1D6+10 inches), 5-6 broad and stocky (increase width by 1D6+10 inches).
06 Has an animal-like lower face or snout, similar to that of a (roll 1D10): 1 bat, 2 bird, 3 cat, 4 dog, 5 insect, 6 lizard, 7 monkey, 8 pig, 9 rabbit, 10 rat. Can bite for 1D6 S.D.C. damage.
07 Has animal-like eyes, similar to those of a (roll 1D6): 1 cat, 2 frog, 3 insect, 4 gecko, 5 owl, 6 rat. Has 60ft nightvision.
08 Has animal-like ears, similar to those of a (roll 1D8): 1 bat, 2 cat, 3 cow, 4 dog, 5 horse, 6 pig, 7 rabbit, 8 rat. +1 to initiative.
09 Has ornamental growths on the head, namely (roll 1D10): 1 antennae, 2 feathers, 3 knobs, 4 ridges, 5 scales, 6 small horn(s), 7 leaves, 8 quills, 9 tendrils, 10 long spikes. 75% chance of lacking hair on the head. 50% chance of ornamentation continuing down the shoulders and/or back.
10 Has a horn, horns, or antlers that can be used in combat, similar to those of a (roll 1D6): 1 bull, 2 deer, 3 goat, 4 ram, 5 rhinoceros, 6 unicorn. Can gore for 1D8 S.D.C. damage.
11 Cranium is unusually (roll 1D8): 1 angular, 2 broad, 3 flat, 4 oblong, 5 pointed, 6 spherical, 7 squarish, 8 tall.
12 Has facial features (roll 1D4): 1 eyes, 2 nose, 3 mouth, 4 ears of an unusual size (roll 1D4): 1-2 half normal size, 3-4 twice normal size. 50% chance of unusual color* for eyes.
13 Has digitigrade legs. Add 3 feet to all jumping distances. 50% chance of feet terminating in hooves.
14 Has unusually shaped ears (roll 1D6): 1-2 small and pointed, 3-4 long and pointed, 5-6 webbed/fan-shaped.
15 Unusual number of digits on each hand (roll 1D6): 1-2 1D2 additional fingers, 3-4 additional thumb, 5-6 1D2 less fingers. 75% chance of same number of digits on the feet (if "additional thumb" is rolled for the feet, character is capable of manipulating objects with the feet).
16 Has pigmentation of an unusual color* in the (roll 1D6): 1-2 hair, 3-4 eyes, 5-6 skin. 25% chance of a pattern/mix of two colors. 25% chance of luminosity.
17 Has 1D4 features similar to those of a primitive hominid (roll 1D4 to determine how many primitive features, then roll 1D4 again for the type, re-rolling duplicate results): 1 brow ridge/sloping forehead, 2 prognathous face, 3 bowed legs, 4 stooped shoulders/long arms.
18 Has unusually (roll 1D4): 1-2 short, 3-4 long body parts (roll 1D6): 1 fingers, 2 arms, 3 legs, 4 toes, 5 torso, 6 neck. Increase or reduce length of the body part(s) by 50%.
19 Has a long, extendible, sticky tongue, similar to that of a (roll 1D4): 1-2 anteater, 3-4 frog.
20 Has redundant "backup" organs. Add 2D6 to hit points.
21 Has an anomalous brain structure. +2 to save vs. psionics. 25% chance the brain is visible.
22 Has the outward appearance of an individual (roll 1D6): 1-2 much older, 3-4 much younger, 5-6 of the opposite sex.
23 Face apparently lacks one or more of following (roll 1D4 times to determine how many features are missing, then roll 1D4 again to see which features are missing, re-rolling duplicate results): 1 eyes, 2 nose, 3 mouth, 4 ears. The character inexplicably functions as a normal human in all ways.
24 Has claws (rather than nails) on fingertips, capable of inflicting 1D6 S.D.C. damage in combat. 50% chance of being retractable.
25 Hands and feet have (roll 1D4): 1 small claws, 2 fine scales, 3 tiny hairs, 4 suction pads that assist in climbing. +10% to Climbing skill for non-sheer surfaces.
26 Has hyperflexible joints. +10% to Escape Artist.
27 Exudes pheromones that are effective on most humanoids. +10% to invoke trust, charm, Seduction skill, etc.
28 Has an unusual number of eyes (roll 1D6): 1-2 cyclops, 3-4 triclops, 5-6 four eyes. 50% chance of unusual color*.
29 Has a voice with an unusual quality (roll 1D6): 1 reverberating, 2 shrill, 3 guttural, 4 musical, 5 monotone, 6 scraping.
30 Has webbed digits on the hands and feet. +10% to Swimming skill.
*Unusual color (roll 1D8): 1 white, 2 red, 3 orange, 4 yellow, 5 green, 6 blue, 7 violet, 8 black.
Friday, February 7, 2014
d10 Rifts Active Rifts
Perhaps the most hazardous aspect of nexus points is the likelihood of there being an active dimensional rift in such a place. Rifts are not merely doorways -- they are rips in the fabric of space-time itself, and who can predict what might occur?
01 A demon, supernatural intelligence, malevolent god, or other monstrous entity is attempting to emerge from the rift, but is stuck or otherwise unable to break through fully. Perhaps it is out of phase with our reality, or ancient wards placed on the nexus point might prevent its crossing the threshold, or perhaps it is simply too large to fit. At any rate, it is displeased, and will lash out (physically, psychically, magically, or otherwise) at anything in view or reach.
02 Shifters have cast a powerful enemy through the rift and are trying to close it before they can re-enter our world. GM's choice whether the Shifters are good or bad, and whether who- or whatever it was they're trying to seal off deserved it.
03 A seasoned, well-equipped Coalition force has known about this rift for some time, and has set up a sort of base nearby. They will attack anything emerging from the rift, and will likely do the same to anyone trying to enter or otherwise interact with it.
04 This malformed rift constantly expels weird mutagenic energies into the surrounding area. Anyone exposing themselves to it must roll for strange effects. GMs, pick your favorite mutation or insanity tables (or both).
05 Gateway to Hell.
06 Raw magical energy spews forth from this rift at certain times -- if there is a pattern, no one has yet been able to discern it. At any given time, there is a 20% chance that a bolt of pure magical energy will surge forth, granting whomever it strikes 5d100 points of P.P.E. (determine target randomly). However, there are potential side effects, including (at the GM's option) physical damage, insanity, mutation, etc.
07 Time rift! A twist in the fabric of space where time becomes a loop, or other temporal disturbance. These have an unfortunate tendency to lead back to the time when the first rifts were triggered -- in other words, the dawn of the Apocalypse itself.
08 A stable rift that leads to the world of another role-playing game (or other fictional property, if you're feeling daring), possibly beyond the Megaverse itself. Pick something from your collection.
09 This rift leads to a "mirror universe" version of Rifts Earth, where bad is good (baby) and vice versa. 100% chance of the player characters encountering bizarro versions of themselves.
10 Not technically a rift, but a dimensional vortex that actually sucks in and swallows bits of the surrounding reality until some sort of threshold point is reached, at which point it vomits forth chunks of another dimension entirely. There is a high likelihood of this extradimensional binge and purge having gone on for some time, which means the surrounding environs will be a jigsaw puzzle of otherworldly elements.
Friday, January 31, 2014
d10 Rifts Ley Line Nexus Points
Most avoid the places where ley lines cross, for they are a lure to those that practice black arts. What might you stumble across at one of these nexus points, you ask?
01 Shifters in the process of summoning a demonic entity. They haven't managed to open the rift quite yet, and resent any interruptions to their ritual.
02 Due to ley line interference, a squad of Coalition troops has gotten cut off from communications and become hopelessly lost. They've lost a lot of men and supplies, and are essentially looking to commit suicide by demon/monster/wizard/what have you. Intend to launch an attack on the first non-"normal" thing they see.
03 A malign, invisible supernatural presence (possibly a possessing entity) lurks at this nexus, waiting to dominate and inhabit a worthy host.
04 This nexus point is marked with an ancient burial mound, standing stones, toadstool ring, stele of extradimensional origin, or similar. 50% chance of faeries, which likely means trouble for anyone that comes here.
05 Gateway to Hell.*
06 A cadre of Techno-Wizards has set up a station for charging their contraptions. They're willing to recharge TW items or sell Potential Psychic Energy batteries to those who can pay.
07 This nexus point is the hunting ground of a particularly feral pack of wild Psi-Stalkers. They are starving, and will attempt to ambush and drain any psychics or practitioners of magic.
08 A circle of Mystics and new recruits in the midst of hippie-ish initiation rites. May react with hostility, or invite visitors to share herbal substances and talk philosophy for several hours.
09 A cabal of evil mages (possibly from the Federation of Magic, depending on your location) is preparing a rite of human sacrifice. See, this is the kind of crap that gives practitioners of magic a bad name.
10 Active (open) rift. (Tune in next week for d10 Rifts Active Rifts.)
*"You did that last week," you say? Fine. Nothing bad going on at this nexus point. Yet.
Friday, January 24, 2014
d10 Rifts Danger Zones
Nobody that goes there ever comes back. How come?
01 Breeding ground/hatchery for monsters (pick a type - dragons are always a good idea). Adults will likely destroy anything that happens upon the locale.
02 Rift-lost Robotech Expeditionary Force Ikazuchi-class Cruiser starship, badly damaged by a failed space launch attempt. This was a special one that has a working Robotech Factory built in (capable of manufacturing mecha). Commander is spooked and is likely to attack anything unfamiliar.
03 A plague of faeries harass, wreck, and ruin anything that enters their territory. Nymph in faerie mound driven mad by pollutants or bad ley line juju.
04 Village with extremely high mutoid population due to designer gene facility's vats rupturing into fresh water supply during apocalypse. Villagers are even stranger looking than typical mutants, and most are (roll d6): 1-5 psionic, 6 superpowered (see Heroes Unlimited).
05 Gateway to Hell.
06 Splugorth slave-barge way station. Heavily guarded mobile base. Slavers drop off captured humans, D-Bees, and monsters here to be collected for the trip back to Atlantis and eventual sale.
07 Permanent rift hidden underground, with a "tumor" of the planet Wormwood extruding into it. Patches of fleshy, cancerous earth at the surface. Monitored by agents of the Unholy.
08 Evil wizard tower. No lasers, no robots, no cyborgs, just a straight up evil wizard tower.
09 Old mine/sewer/subway/cave system infested with hive-based monsters that capture, store, and eventually kill any living thing they can find. (Xiticix, Invid, maxpary, or good old Aliens would work.)
10 Ley line nexus point. (Tune in next week for d10 Rifts Ley Line Nexus Points.)
Friday, March 25, 2011
Fight On! Random Table Contest

Tuesday, March 9, 2010
Gloomspear's Saga: Part Five

Monday, March 8, 2010
Gloomspear's Saga: Part Four

My first Exotic Events roll is a 16: "The character and another player character become acquainted with each other." Cool - this reminds me of the random cooperative character generation that Mongoose's new versions of Traveller and RuneQuest use. I roll a d10 to see exactly how they're acquainted. I get a 9: "One saves the other's life." A roll of a 5 on d6 indicates it was Gloomspear who saved the other PC's life. I like this. Adult events work a bit differently than Childhood & Adolescent ones in that you pick at what age they happened. Let's say this one happened when he was 20 years old.
I roll a 12 for Gloomspear's second Exotic Event, a long and detailed entry which explains that Gloomspear discovered "a waterlogged old chest" with "an apparently drowned animal" inside, that then awakened and became his pet. Well, that's definitely exotic. So, I have a roll on table 759: Unusual Pets up next. A roll of 7 on d20 indicates that it's a monkey, and another roll on table 760: Special Pet Abilities tells me that it's "Telepathic - Can communicate by mental speech." 19 seems like a good age to find a half-drowned psychic monkey, right?
I notice at this point that I was supposed to roll "Noteworthy Items" for Gloomspear's friends, the dwarf and the wizard, by using table 114: Parents & NPCs. Obviously, you wouldn't want to roll up a detailed history for everybody Gloomspear's ever met, so instead, each of his friends will get d3 rolls on the table. The dwarf gets one roll, and the wizard gets two.
To make a long story short, the dwarf (a male) is "persecuted or villainized" for "being involved in illegal activities", namely "organized guild thievery". Gloomspear befriended a notorious dwarven thief when he was a slave. The poor guy was probably in the clink with Gloomspear when the prisoners' amnesty was declared, and ended up enslaved alongside him.
Gloomspear's wizard friend (a woman) is forever telling "tales of a legendary treasure" and has vague hints as to its location. Interestingly, she is also believed to be the destined mate of "some unheard-of god from another land". The wizardess disagrees, but is still harassed and annoyed by this god's followers. Well, whatever else you might think, you can't say this book doesn't provide some colorful results.
Gloomspear's Saga: Part Three

Next, we'll see what happens when Gloomspear the boy becomes a man...
Sunday, March 7, 2010
Gloomspear's Saga: Part Two

Saturday, March 6, 2010
Gloomspear's Saga: Part One

Friday, March 5, 2010
Introducing Gloomspear
So far so good, right? Sure, his Hit Points roll could have been better, and he looks kind of like Saladin as played by Inspector Gadget, but his stats are well above average. He certainly seems to be a cheerful guy. His future is wide open, but it's his past that he needs to worry about. Why?
He's about to go through this:

"This book contains everything you need (except dice) to create detailed character histories and includes guidelines and rule materials to accomodate any FRP game system."
Yes, that's right, this is Central Casting: Heroes of Legend, Paul Jaquays' batshit crazy lifepath book, which I recently managed to pick up for a song on eBay. I don't know much about it, but I do know it has a picture of Ayatollah Khomeini in it for no reason whatsoever.
So wipe that crooked-eyed smirk off your Saturday-morning-cartoon-looking face, Gloomspear. Things are about to get real.
Wednesday, May 27, 2009
Fighting On

Wednesday, May 20, 2009
Review: Ultimate Toolbox

It should come as no surprise, then, that I jumped on AEG's new supplement, Ultimate Toolbox, as soon as I learned it was available. The back cover blurb describes it as "400 pages of the best charts, tables, and seeds of gaming adventure." It's a massive expansion of their well-received Toolbox sourcebook, released for the d20 system several years back. Ultimate Toolbox cleans that product up, removes the d20 gaming statistics, and adds a whole lot more random tables.
As can probably be gleaned from the book's cover, which appears to depict a cleric of the new default D&D death goddess, the Raven Queen, Ultimate Toolbox is still aimed at those running and playing D&D-style fantasy. The book organizes its charts into seven chapters: Character, World, Civilization, Maritime, Dungeon, Magic, and Plot. Each chapter contains around one to two hundred d20 charts that can be used to generate a bewildering variety of useful information that one might need to produce on the fly (or any time inspiration is needed). Here are some sample tables that I've randomly flipped to:
- Druidic Orders (Character chapter)
- National Calamities, Magical (World chapter)
- Power Behind the Throne (Civilization chapter)
- Ship Names (Maritime chapter)
- Potion Tastes 2 (Dungeon chapter)
- Command Words, Healing (Magic chapter)
- Gossip About a Group/Guild (Plot chapter)
Naturally, the real question here is "how good is the stuff you can roll up?" Well, they're generally pretty good. Results can be dull ("Ranger" under Ranger Titles), anachronistic ("Bring it on!" under Battle Cries 1), ornate ("Scarlands of the Bladed Earth" under Desert Names), or inspired ("Pretty wife of an ugly man said to be magically animated statue" under Local Legends 1). There is a lot of material here I would probably never use, but I think the point of this book is to help you out when something you thought would never come up in your game suddenly does. I found that the World and Plot chapters, especially, would be useful if one needs to whip up an adventure background when their player characters elect to wander off the map.
As far as drawbacks, there are a few. Ultimate Toolbox is a project that likely exhausted its authors, and while most of the results you can roll up are pretty interesting, as I mentioned earlier, sometimes you can roll up a dud. This is probably inevitable when you have three people creating over 700 charts, but it should be mentioned. Also, as in many RPG products, I noticed quite a few typos that easily would have been caught with even a simple spell check - "steppe" is consistently misspelled as "steepe", for example. If you're a person who likes a book packed with glossy artwork, look elsewhere - there are a few pen and ink illustrations here and there, but nothing that will knock your socks off. Finally, the book is pricey - $49.95 for a black-and-white softcover.
Nevertheless, I'm glad I picked up Ultimate Toolbox. It isn't perfect, but it does deliver what it promises: piles and piles of random tables. If you're the type of gamer that enjoys such things, as I am, it's a purchase worth considering.
Tuesday, March 17, 2009
Core Names

48 panther
Thursday, February 19, 2009
Dungeon Motivations

So, with Jeff's blessing and a lot of help from my friend Bret Woods, here's the expanded version:
DUNGEON MOTIVATIONS TABLE (d100)
01 PC is obsessed with proving the existence of the Hollow World.
02 PC quests to retrieve bones of famous adventuring ancestor and re-inter them in family tomb.
03 PC has terrible but enticing dreams of sitting on the throne of a vast underworld kingdom.
04 PC owes 1d6 x 10,000gp to Jabba the Hutt.
05 PC seeks vengeance against the Troll King.
06 PC's family member afflicted with disease that can only be cured with the waters from a sacred subterranean spring.
07 PC haunted by visions of a beautiful witch/drow/princess/goth chick living on an island at the center of a vast underground lake.
08 PC seeks one segment of the Rod of Seven Parts. Must obtain all to save homeland from foretold doom.
09 PC's evil duplicate (twin? simulacrum? clone?) has fled into the dungeon. One or the other must die before both go mad.
10 PC's true love has been trapped in amber and is on display in the trophy room of Lord Utterdark.
11 PC's parents imprisoned. Corrupt official will release them in exchange for the Star Ruby of Umman-Gorash.
12 PC quests for legendary sword (fighter), archmage's spellbook (MU), or holy relic (cleric).
13 PC is a naturalist studying dungeon-based ecologies.
14 PC is from another plane/reality/dimension and is looking for a way home.
15 PC was a hireling in the employ of a party that entered the dungeon days ago and has yet to return. Left to tend to their horses, PC is waiting by the dungeon entrance, grumbling about back pay, when PC party arrives.
16 PC seeks the subterranean River Lethe, hoping to forget a shameful past deed.
17 PC has lost everything they once held dear and has a suicidal death wish.
18 PC is a member of a tribe that considers surviving the dungeon a rite of passage.
19 PC has been outfitted with an unremovable, deadly device that magically transmits their every sensation to a decrepit immortal who craves the thrill of dungeon crawling. Immortal will spare the PC as long as they are entertained.
20 PC was double-dog dared to enter the dungeon.
21 PC was originally a member of the opposite sex and quests for a cure.
22 PC is doing research for an up-and-coming mad wizard who wants to construct the ultimate dungeon.
23 PC heard dungeon crawling was a growth industry and is in it for the money.
24 PC is on the run from the law, and figures they won't follow him/her into a dungeon.
25 PC is trying to impress a love interest.
26 PC is the descendant of a disgraced noble family and quests to restore its good name.
27 PC is a criminal sentenced to certain death in the dungeon.
28 PC is the illegitimate child of a great hero, now intent on proving him/herself to their deadbeat parent.
29 PC was trained from birth by a bizarre dungeon-worshipping cult and sent as an offering to the great gods of the underworld.
30 PC just adores that gloomy dungeon ambience.
31 PC is obsessed with proving something called "Unified Dungeon Theory".
32 PC's crazy old uncle has filled PC's head with glamorous nonsense about dungeon crawling.
33 PC has terrifying dreams commanding them to awaken a sleeping god.
34 PC is the impressionable younger relative of another PC and follows them everywhere.
35 PC is the overprotective older relative of another PC.
36 PC was sent to act as bodyguard to another PC.
37 PC owed another PC a huge favor.
38 PC is the indentured servant of another PC.
39 PC is the slave of another PC. Whether the PC will remain so is another question.
40 PC is the devoted friend of another PC and didn't want them to go alone.
41 PC is driven to prove him/herself the strongest of all.
42 PC collects spores, molds and fungus and will go to any length to find new ones.
43 PC seeks blood/tooth/claw/eye of a monster found in the dungeon to sell to a witch/complete a ritual/create a magic potion/hawk on the black market.
44 PC wants to completely eradicate one type of monster found in the dungeon from the face of the earth.
45 PC is an aficionado of ancient wall carvings and wants to add rubbings from this dungeon to collection.
46 PC lost a wager and must enter the dungeon as a result.
47 PC's beloved pet scampered into the dungeon.
48 PC was bullied/coerced/tricked/seduced into accompanying another PC into the dungeon.
49 PC is an adrenaline junkie looking for a rush.
50 PC is a jaded hedonist in search of new thrills.
51 PC shipwrecked nearby and needs to raise money quickly to repair ship.
52 PC was forced to stop at this backwater world when spaceship ran out of the magic items/gems/gold/other treasure it uses for fuel.
53 PC must spend a night in the dungeon in order to receive a promised inheritance.
54 PC has complex legal documents stating that the dungeon is technically located on his/her property and intends to claim it. Must evict tenants first.
55 PC decides to enter the dungeon while extremely drunk. PC may sober up later and regret this decision.
56 PC has a thing for "underdark chicks/guys".
57 PC believes a cryptic journal that details his/her true family history lies within the bowels of the dungeon.
58 PC wants to prove that flumphs are not extinct.
59 PC really likes dragons, heard they tend to hang out in places like this.
60 PC's loved one violated by monsters from the dungeon, must be avenged.
61 PC is an amnesiac, believes key to discovering forgotten identity lies in the dungeon.
62 PC is searching for evidence of a lost race/civilization.
63 PC is a tomb robber, pure and simple.
64 PC's loved one kidnapped and taken to be villain's consort, held in the dungeon.
65 PC realizes that being an adventurer = dungeon crawling in this world and there's no way around it.
66 PC has been injected with a slow-acting poison, the antidote for which can be made from a lichen that grows only in the dungeon.
67 PC is a former henchman of the dungeon's main villain, seeks to overthrow the villain.
68 PC secretly seeks to betray PC party to the dungeon's main villain, whether out of own malice or because villain holds PC's loved one captive.
69 PC seeks to disprove the existence of the Hollow Earth.
70 PC is codependent and feels a need to do what everyone else is doing.
71 PC comes from peasant stock and refuses to live as his/her forebears have, sees dungeon crawling as the quickest path to fame and fortune.
72 PC's ex-adventurer grandfather's last request was for PC to brave the dungeon.
73 PC was sent on mission into dungeon by liege lord/chieftain/king.
74 PC was expressly forbidden to enter dungeon by superiors - lives to break rules.
75 PC was prophesied to undertake journey into the dungeon, and who can dispute prophecy?
76 PC received divinely inspired knowledge that he/she was born in the Hollow World, and wishes to find his/her way home.
77 PC commanded to enter dungeon by master/mentor as a final test.
(First twelve entries taken from Jeff Rients' original table. I considered modifying them a bit to make them more generic, but I have to admit that I love the idea of a fantasy-world dungeon crawler owing Jabba the Hutt 50,000gp. Substitute concepts and proper names with ones suitable to your game if desired.)