Atavist |
Pretty much like the title says. Most of our experience with APs tends to be 'you are a good person, bad things are happening, you're getting pulled along by destiny to be the one who stops things from happening, so that the status quo can remain.' That's a cynical look at it but I'm sure you get the gist, it's standard adventuring fare.
However my players like loot. So their PCs like loot. And they are not a fan of morals. So while some are likely to want to play neutral, others are fine being flat evil. I see there's only one real 'you are evil' AP, Hell's Vengeance, but Skulls & Shackles seems like it might fit in with the moral-free looting.
And it's not just gold they want (though that's a big part of it), they want treasure. Magic items and artifacts. Which APs have increasingly enticing 'That legendary object is somewhere in those hills, and soon you're going to go out there and find it' feels to it, able to lure characters on with promises of power?
If an entire AP doesn't really jibe with the idea, perhaps there's just some that might fit in? A heist or attempt to loot a castle before the enemies break the siege?
Anyways I really appreciate any help directing me towards a satisfying AP (or module, really) for this. Third party ones are fine if they fit.
Crivens |
Kingmaker might suit your needs.
There is a lot of room there for PC motives to be entirely materialistic.
If you are purely looking for an AP that is all about chasing a MacGuffin, Shattered Star maybe? I have not read or played it but the summary is "hunt for the 7 shards of the Shattered Star".
deuxhero |
Crypt of the Everflame fits neutral or even milder evil with its setup, since the characters are just youths recruited into a village tradition gone horribly wrong. Sadly the second expects suicidaly heroic characters (it outright says the GM needs to come up with a solution if the PCs don't do something fantastically stupid the railroad expects them to do) and the third actively punishes greed.
Ruins of Azlant up to the end of part three (which is trival to end the AP at since the next half changes the focus dramatically) is pretty neutral friendly if the players care about the colony, even if it's only for their own advancement in it. Some points on finding natural resources to exploit for wealth are there.
Iron Gods is pretty friendly to PCs who just want to loot tech stuff as long as they don't like the Technic League. Wanting to protect their Hometown of Torch helps motivate PCs (especially for the first two parts), but purely seeking loot isn't too hard to work.