# Linking Adventures; Adventure Connections
*Source: Dungeon Master's Guide (2024) p. 139*
**Adventure Connections**
`dice: [](linking-adventures-adventure-connections-xdmg.md#^adventure-connections)`
| dice: 1d6 | Adventure Connection |
|-----------|----------------------|
| 1 | Introduce a person, an object, or information that the characters need to transport safely to a location involved in the new adventure. |
| 2 | Have a major villain flee to a location that features in the new adventure. The characters might be able to pursue the villain, or they might have to search for clues about where the villain has gone. |
| 3 | Introduce clues suggesting that a villain or another NPC in this adventure is part of a larger group—a group that features prominently in the new adventure. |
| 4 | Introduce a villainous group that's featured in the new adventure by having its agents spy on or interfere with the characters' activities. |
| 5 | Have travelers bring news of events transpiring elsewhere, leading characters toward the new adventure. |
| 6 | Give the characters a treasure that's wrapped in mystery they'll need to unravel in the new adventure. |
^adventure-connections