The Many Pennies

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The Many Pennies are the main adventuring group and executors of Adventure Incorporated. The group includes Keth, Jennuvera, Jebeddo, Gillik, and Keth. They are on a mission to stop Gorm Tintreach from awakening the dragon god Hairix.

Attempting to Join Adventure Incorporated[edit]

Before becoming the Many Pennies, Keth, Jennuvera, Jebeddo, and Gillik were small-time adventurers taking safe jobs. They met Master Klug of Adventure Incorporated at the end of an escort job in Carapath. Klug asked them to choose a name for their company and they picked "The Many Pennies. Klug brought them before the other masters who assigned them a trial to gauge their ability.

The newly-formed Many Pennies travelled to Quian and met with Elder Roderick who pointed them toward the cave just out of town. He told them the gnolls there had stolen supplies and kidnapped villagers and they had to clear them out. The Many Pennies fought their way into the cave and faced gnolls and goblins. Inside they found one of the Ground Pounders and were unsure what it meant, but left it in disrepair. They stumbled into a meeting of a gnoll and a lizardfolk and killed them both to free the townsfolk. With the townsfolk was a dwarf named Grimlock Ironshaper.

Grimlock said he had been captured by a powerful wizard named Gorm Tintreach who had come from the future to raise an army. Grimlock gave them powerful weapons to fight against Gorm that they would have to empower over time. Klug noticed the new weapons and sent them on a mission they were not really supposed to be on.

They arrived on the border of Emberfall to meet the scout from Adventure Incorporated. Asher joined them in hunting for the Shi'ay Tome. Their search took them to Safehold where they met the bandit leader Horton. Horton knew the location of the temple of Sallius and was willing to lead them there for 20% of the gold and items they found. They cleared the temple of undead and found the Shi'ay Tome, along with a pile of other magic items and treasure. They gave Horton his cut (and then some) and fled.

On their way back home, a merchant sold them a contract that was supposed to be making its way to Adventure Incorporated. Jebeddo convinced the group to do the contract before returning. The contract took them to Tanner Hill in search of an alchemist who had been kidnapped and locked in his tower. They fought their way through gnolls and goblins to reach the top floor where Adonan Gallentarra was being kept. They were spotted by Gorm who had travelled by portal and then disappeared back through it. They fought the monster he left and freed Adonan, bringing him back to Adventure Incorporated.