# 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