Linking Adventures; Adventure Connections

Source: Dungeon Master’s Guide (2024) p. 139

Adventure Connections

dice: 1d6Adventure Connection
1Introduce a person, an object, or information that the characters need to transport safely to a location involved in the new adventure.
2Have 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.
3Introduce 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.
4Introduce a villainous group that’s featured in the new adventure by having its agents spy on or interfere with the characters’ activities.
5Have travelers bring news of events transpiring elsewhere, leading characters toward the new adventure.
6Give the characters a treasure that’s wrapped in mystery they’ll need to unravel in the new adventure.
^adventure-connections