Dungeon World Companion

Magic & Treasure

Two things that are, traditionally, a “big deal” in published modules are treasure and magic items. This is less relevant in Dungeon World (as the reward cycle for characters is more about “doing” than about “having”) but it’s still fun to drudge through a dungeon or explore lost ruins and come up with cool magic items and piles of gold! Like the map, it’s useful to get an idea of the kinds of stuff that might be found in the adventure—anything particularly called out in the text as relevant to the adventure itself (a magic sword that can be used to wound the golem on level 4, or a pendant belonging to the prince captured in room 3) is particularly important. Like monsters, it’s better to look at magic items in terms of what purpose they fulfill: what they’re “for” rather than the damage or armor bonus they might give. Dungeon World isn’t built on balancing treasure against character level, for example, so just look through the adventure for items that seem cool or fun or interesting and create new magic items (with custom moves as necessary) wherever you think it’s needed. This is possibly the easiest step of conversion. Again, you can leave yourself exploratory room, here. Make notes to yourself like “The wizard has a magic staff, what does it do?” and find that out in play. Ask the players about it, see what they have to say. Let spout lore do some work for you. “You’ve heard that the wizard here has a strange magical staff. What rumors have you heard of its origins?”