So my players have just exonerated the Beast and are preparing for the Castle and I'm having a problem keeping their motivation to continue.
HH is easy because they'll be paid a grand each for helping out and no one likes to let the undead wander around. Supporting the Beast is also easy because another grand and they think they'll be able to convince him to join the party. The castle has loot (and another chance to get the Beast to join). But they don't care about the effigy (probably don't even remember it) or Vrood.
I have a larger storyline. Ancient evil being brought back; last sealed away by family patriarch; will be out for revenge if it breaks free... but the players just don't care. They are not adventurers for the sake of saving the world; they are more adventurers for the sake of immediate concrete gain (money, items). Suggestions?
Also, how are other GMs managing party motivation?
Do your players care about saving the world? Are they sleeping with Kendra? Are they secretly hoping to join the cult? Do like just play along with whatever motivation they are prescribed?