Hogwarts D&D
Seven years, run as a campaign. A map you actually walk, dice that actually decide, and a party of five who argue about the plan before they carry it out.
You play Harry, Hermione, Ron, Draco, Neville, Ginny or Luna — or a student of your own — and you run the party.
- The year is the game. Lessons, house points, Quidditch, Hogsmeade weekends, homework at midnight. The year's real story runs in the background and comes forward when you dig into it.
- The party is something you build. Only the trio is fixed. Neville, Ginny, Luna and the twins have to be fetched, persuaded or paid — and Draco always names a price.
- Every year ends in a dungeon. The trapdoor chain. The Chamber. The Shrieking Shack. A dragon, a lake and a maze. The Hall of Prophecy. The cave by the sea. The Lestrange vault and the Room of Hidden Things.
- Cast, don't roll blindly. Wands, spells, checks and saves. The Cloak, the Map, a prefect's badge and a pair of Spectrespecs are equipment with real modifiers.
- Curfew is a resource. Everything you learn after dark is paid for in daylight — in points, in detentions, in who is now watching you.
Start in first year and play all seven, or drop straight into the Triwizard year or Umbridge's. The books are the default, not a script: change something and the year bends.



















