Hogwarts - Role-Playing Game
Hogwarts - Role-Playing Game
H CREDITS AND
ACKNOWLEDGEMENTS H
THIS GAME IS STRONGLY INFLUENCED BY..
Apocalypse World by D. Vincent Baker and Meguey Monster of the Week, by Michael Sands and Steve
DISCLAIMER
This work is NOT SUITABLE FOR SALE. It is in no way authorized, approved, licensed or endorsed by JK
Rowling, Bloomsbury Publishing, Scholastic Press or Warner Brothers Entertainment. All rights and
trademarks referenced in this work are property of their respective owners.
The Apocalypse Engine is the creation of D. Vincent Baker and Meguey Baker.
The Scrolls
dg
“Hogwarts, a roleplaying game” and its illustrations are the work of David Brunell-Brutman. Translation
1 v 1.0
and more at hwrpg.net
2
+ HOW TO PLAY
B Welcome to Hogwarts. You are about to experience a story of mystery, friendship, danger
and magic. This guide will teach you how to play through your first game session. Only one
of the players, the narrator, needs to read this guide. The rest can learn while playing. Let's get
started!
3
H HOW TO PLAY
If any situation in the fiction triggersHa movement, the player must carry out the mechanics of said
movement and, when the roll is resolved, its result must be reflected in the fiction.
You, as the storyteller, can indicate when a movement is activated, but everyone should be on the
lookout for the situation or trigger that will activate it. Remember that movements only occur
when something happens in fiction. If someone says, “I want to activate the face-to-danger
movement,” you should ask, “Okay, how do you do that?”
If you wish, you can take a look at the basic moves and magic moves together with the players.
TRAITS
Every witch or wizard has five traits that describe them. The higher its value, the more competent
one is in that trait, and the lower its value, the greater the deficiency. The five traits are Bravery,
Cunning, Intellect, Loyalty, and Magic.
Bravery indicates the courage, integrity, honesty and valor of a witch or wizard.
Cunning describes the ability to deceive, hide, or manipulate.
Intellect is the wit, knowledge, memory and ability to gather information. Loyalty means how
willing you are to help your friends and companions.
Magic represents the ability to cast spells, brew potions, or use magical items. When a move
indicates that a roll is required, it will almost always ask that one of these traits be added to the
result.
4
H HOW TO PLAY
H
The emotional conditions (Scared, Angry, Stressed, Jealous, and Embarrassed) disappear when the
character gives in to his or her emotions. They can also be removed if another witch or wizard
comforts or supports them, or even replaced by another condition if they spend time with their pet.
Physical conditions (Injured, Charmed, and Unconscious) must be treated with medicine or magic.
LUCK
Every witch or wizard has a small reserve of Luck that they can draw on from time to time.
When a player wants to do something they normally couldn't do, such as cast a spell they don't
know or make an impressive catch in Quidditch, they can mark one of their luck points to make it
happen. Each character has 3 luck points.
AGENDA
Finally, you all have shared objectives, the agenda. There are three objectives that you will try to
achieve while playing through the narration. The group's agenda is:
• Portraying a magical school. There are many possibilities within the magical world, but this
is a story about students at magic school. It's your job to tell that story and bring it to life.
• Filling students' lives with wonder, mystery, danger and hope. The time a witch or wizard
spends at school is not just going to class and studying for exams. There are wonders to
experience, questions to answer, and threats to confront.
• Play to see what happens. This is a game of surprise and collaboration. You are building a
story together, scene by scene and session by session. It's fine to plan things you want to
happen, but in the end, how they happen is up to the characters and the dice.
2. ASK QUESTIONS
Now that you know the rules you will need to answer a few questions about the story. Ask
everyone the following questions.
First, what year does the story take place? Hogwarts School of Witchcraft and Wizardry was
founded in the 10th century, so your story could take place between that date and the present day.
When the group makes the decision, write the year on your “Storyteller NOTES” CARD. Think
about what well-known characters from the wizarding world might exist in the year you have
chosen and write them down.
Second, is everyone in the same class and house? There's no need! The story could be about
three Griffindor brothers who are in different grades or about four first-year friends who are in
different houses. The group needs to agree on this because it affects how characters are created
and where the story can begin.
5
H HOW TO PLAY
Third, what do players want to seeHin the story? Maybe someone wants to see a hippogriff,
maybe get into trouble, or maybe even get Dumbledore involved. Players can propose whatever
they want.
Write down at least one answer for each player. You should make sure that all the answers appear
at some point in the story.
It would also help make everyone more comfortable if you asked the players what they would like
to avoid during the story.
Finally, when does the story begin? The Harry Potter stories usually start during the summer
holidays, but you can start whenever you want. You can start on the Hogwarts Express, at the
welcome party, or even during a class. The group's response will be the opening scene.
6
H HOW TO PLAY
H
PRESENTS SOMETHING UNEXPECTED
At some point in this scene something strange and unexpected should happen. Maybe the
Hogwarts Express will stop in the middle of nowhere, maybe mysterious writing will appear on
the walls of a hallway, or maybe a teacher will announce that access to one of the castle's floors is
off-limits this year.
It could be something you've thought of before, or you could ask the players, “Something's out of
place. What is it?". Listen to what they say and build on their answers and then ask them what they
do.
It's okay if you don't know why yet. You'll discover it as you play.
MAKE YOUR MOVES
As the scene unfolds you will follow three steps. First you will tell everyone what is happening
and what the non-player characters are doing and saying. Then you will ask the player characters
what they do. And finally, players will describe what their witches or wizards do or say. And back
to the first step.
Sometimes, something you say will spark a movement. At that moment, the corresponding player
will roll the dice (2d6) to see what happens. Sometimes the player will fail the roll and you can put
a Severe Consequence on the table. Other times you will react by making one of your narrator
moves. And many other times you will use your narrator movements no longer as a reaction to a
roll, but to give a stagnant scene some interest or action.
You should avoid using the same move too often. Players will not have to roll to cast a spell every
time they wave their wand. If a player knows a spell and wants to cast it stealthily so as not to
attract the attention of a professor, they could be triggering this is mischief. If they need to cast a
spell quickly because a Dementor is threateningly approaching, have them cast Face Danger. Turn
the situation around and be creative!
WRITE THE MYSTERIES
When the scene ends, ask the group if they encountered any Mysteries. A Mystery is an
unknown, a question that the main characters want to answer, such as “Who put Harry’s name in
the Goblet of Fire?” or “Why does Snape limp?” Good Mysteries ask who, what, when, where,
why, or how. Anyone can propose a Mystery at any time, although it is ideal to do so after a scene
or at the end of the session. When someone does it, write it down in your notes. Make sure
everyone knows what the questions are for each mystery, because the story will revolve around
them and how the characters solve them.
GO TO THE NEXT SCENE
It's usually obvious when it's time to cut and change scenes. Players will usually tell you that they
want to go to this or that place. At this point you can cut and describe the next location. If it
doesn't seem obvious, look for moments when no one is doing anything and ask: "Are we ready to
move forward?"
7
H HOW TO PLAY
You can also suggest a time or placeHand ask if everyone agrees that the story should continue
there. When in doubt, go to a different time within the life of the school such as a class, dinner
time, free time in the common room… or the next big annual event.
6. END SESSION
When you run out of time to continue playing or when the story reaches a point where it feels
natural to stop, it's time to end the session. Try to do this by resolving the current situation or, even
better, leaving it unresolved, in suspense (what is known as a cliffhanger), introducing a strange or
unexpected situation or element that generates tension. At the end of the session, review which
characters are now Friend or Rival. Remember that anyone with four Experience points can opt
for Progress. Be sure to ask the group if they have any new Mysteries to add to the story sheet or
if they think any are already solved enough to cross them off.
BETWEEN SESSIONS
If you are playing a story that extends beyond one game session, take some time after each session
to collect your thoughts. Write down a few notes about the session you just played so you can
remember what happened later. Then, think about what characters, scenes or problems you could
tell about in the next session.
As before, don't plan too much! And, of course, don't plan beyond a single session. The players,
the rules and the dice will always take the story down the least expected paths. Furthermore, the
fiction must be developed during the game sessions, together with all the players.
MYSTERIES
Pay special attention to your “NARRATOR’S NOTES” sheet when planning your next session. Review
the Mystery questions and think of possible answers. Ideally, you should have a couple of
answers for each mystery. If one of your mysteries is “What’s in Professor Moody’s flask?” you
might say “It’s a healing potion that helps with his old injuries” or “It’s Polyjuice Potion because
he’s actually someone else.”
8
H HOW TO PLAY
If no possible answer comes to mind,Hthat's okay. You and your players are smart enough to figure
it out together as you play before the end of the story is reached.
Don't hold on to any of your answers. You could answer the question “Why was Snape muttering
an incantation during the Quidditch match?” by saying “Because he was cursing Harry’s broom,”
but if your players then answer “Because he was casting a counter-spell to prevent someone else
from casting a curse on Harry’s broom,” you should stick with that answer. Also, if they say
“Because I was cursing a Bludger” but there are no crazy Bludgers in play, that can’t be a valid
answer. Stick with the players' answers as long as they don't contradict anything that's already
happened in the story.
THREATS
Finally, you should write down some Threats. Threats are things like “Voldemort is coming
back,” “someone is petrifying students,” or “everyone needs a date for the Yule Ball.” This is how
you will control the problems that the characters will encounter during the adventure.
The main characters may or may not be aware of this threat. When something strange or
unexpected happens it should be related to one of those threats. These could also be answers to
Mystery's questions.
They can be colossal, like a group of Dementors loose in Hogwarts, or more trivial, like next
week's Potions exam. As long as it puts someone or something important to the main characters at
risk, it's a good threat.
Threats have four parts:
• A title or short phrase that describes what the threat is, such as “Sirius Black has escaped
from Azkaban.”
• A list of threatened characters and characters responsible for said threat. It usually includes
the main characters, but not always.
• Make explicit what is at stake; what the characters will lose if the threat is carried out, such as
“Harry’s life.”
• Knowing the Threat's next move. You'll need to show how the threat is unfolding so that the
characters can anticipate it and have a chance to stop it. If they do not act or ignore such
signs, the threat will continue.
Make sure to update your threats after each session. Any of the four parts are susceptible to
change, depending on what happens in the story.
And that's all. You now know everything you need to play and create your own adventure at
Hogwarts. Make your moves, make sure to follow the Principles and your Agenda, and have fun!
9
H HOW TO PLAY
H
WHAT IF…
…IS SOMEONE TALKING TOO MUCH OR TOO LITTLE?
You can get around this problem by asking the quietest person questions. It's always good to ask
questions like, "What do you want to do right now?" or "How do you feel about this?" Make sure
to use their witch or wizard name and ask their character the question directly.
Consider that sometimes, the quietest players can be enjoying the story despite their passivity.
Give them the opportunity to participate, but don't force them to do so.
If you're the one talking too much, ask everyone questions. You can ask things like, “What does
this room look like?” or “How is the ghost acting right now?” Yes, describing the world is
supposed to be your job, but it's also nice if other players can do it from time to time.
…EVERYONE IS LOOKING AT ME AND I DON’T KNOW WHAT TO SAY?
Don't panic. This indicates that it is a good time for the narrator to make a move. Introduce
something new to the story like a new student or an unfamiliar room, have something unexpected
happen or ask a question… and see how the characters react.
If you're stuck on a story, don't hesitate to say, "Okay, I don't know what happens next." Take a
moment to gather your thoughts or ask players what they think might happen. Remember this is a
collaborative story!
1
0
H HOW TO PLAY
H …DID WE NOT SOLVE ALL THE MYSTERIES?
You could finish the adventure without checking off all the Mystery questions on your list. If the
players liked how the adventure ended, you don't have to worry about them. If, on the other hand,
they mention the aspects that have remained unresolved, perhaps it is because they consider that
the adventure has something more to offer. This means that the session could be extended a little
longer to solve them, continue playing another time... and if you can't continue playing, ask them
directly what they think the answers could be and discuss it by proposing your own solutions.
…WE DON’T KNOW WHAT A SPELL DOES?
The spell list only includes the names of spells and enchantments. This has been done so that when
someone performs a spell they can describe its effect. As long as the effect fits the name of the
spell and all players agree, go ahead.
The spell list has some suggestions on how some spells can inflict or prevent Conditions.
However, most spells have their consequences in fiction, such as causing hiccups or making
objects fly. And remember, to perform a spell, the witch or wizard must say the words correctly
and wave the wand!
...MY GROUP BELIEVES THAT IT IS NOT NECESSARY TO USE ALL THE
RULES?
No problem. You can use as many or as few rules as you like. If your group wants to play without
using Conditions, don't use them. If you don't want to write and cross out Mysteries, don't ask
about them. It's your game.
…I DON’T KNOW SOMETHING ABOUT THE MAGICAL WORLD OR DOES
SOMEONE KNOW MORE THAN ME?
Don't worry. This is the story of your group, no one else's. It's okay to make things up to suit your
adventure. You don't have to follow the books or the movies.
If someone corrects you on any issue in the wizarding world, accept it, but only if it makes sense
within the story. If someone is taking over the game by constantly correcting the group, remind
them that this is an original story. Even though the movies may have changed or omitted things
from the books, they are still good stories.
If you really need to know something you can always pause the game for a few seconds to look it
up online.
...WE ARE IN THE MIDDLE OF THE SELECTION CEREMONY AND THE
SELECTING HAT NEEDS TO SING HIS SONG?
You should sing it!
1
1
+ REFERENCES FOR THE NARRATOR
7
PRINCIPLES OF THE STORYTELLER
The Storyteller's Principles are a guide to help you play as a Storyteller.
Follow them to make the adventure go smoothly. You should always…
• Be a fan of the player characters.
• Talk to the witches or wizards, not the players.
• Ask questions and build from the answers.
• When in doubt, ask the players.
• Bringing the world and the characters that inhabit it to life.
• Make your move, but don't say it.
• Think outside the page.
HOGWARTS PRINCIPLES
The Hogwarts Principles are what will help you portray the school. Follow them to ensure that the
gaming experience is a genuine Hogwarts adventure. You should always…
• Embrace the mystical.
• Describe the world with a certain tone of wonder and danger.
• Make threats real and their consequences serious.
• Making adults wise, incredulous and useless.
• Use the books and movies as a starting point, but follow your story wherever it goes.
1
2
H THE
NARRATOR'S MOVEMENTS NARRATOR H
These are the movements you will make in fiction to portray the world. You can play any of these
at any time. When you make a move you should not name it or mention that you are doing it. It
simply describes what happens in the fiction.
General movements:
• Bring together the main characters.
• Separate them.
• It changes someone's attitude towards the main characters.
• Put something they love at risk.
• Present them with a difficult dilemma or decision.
• Offer them an opportunity, with or without cost.
• One of his moves comes back to haunt him.
• Ask a question.
• After each move, say “What do you do?”
Non-player character movements:
• Reward or subtract house points.
• Give them extra work.
• Do something that is outside of their limits.
• Cast a spell on them.
Movements in history:
• Shows signs of a current or future threat.
• Introduces a new character, location, or threat.
SEVERE CONSEQUENCES
When someone rolls a 6 or less, you can put a Severe Consequence into play. These are special
moves by the narrator that make things more difficult for anyone who fails a roll. You don't have
to put it on the table every time a roll fails, but you should at least play some kind of narrator
movement.
• Give the character a Condition (scared, angry, stressed, jealous, embarrassed, hurt,
bewitched, unconscious) that matches what happens in the fiction.
• Punish them (deduct points, recluse, take away privileges, notify their parents, suspend,
expel, etc.).
• Take something away from them.
• Inflict harm on someone they care about.
• Put them in an impossible situation.
• It changes someone's attitude towards them for the worse.
• Reveal one of its secrets.
• Make your opponent win.
1
3
H THE
POINTS OF THE HOUSE NARRATOR H
Teachers, staff and prefects can reward student achievement with points. They can also cause you
to lose points if you break the rules. You can reward or lose points based on the following scale:
5 points for trivial matters like…
[+] Answer correctly in class.
[-] Not paying attention in class.
10 points for minor incidents such as…
[+] Brilliant answers on assignments.
[-] Arriving late to class.
20 points for relevant facts such as…
[-] Disobey a teacher.
[-] Loitering in prohibited areas or being outside the dormitories at odd hours.
50 points for major events such as…
[+] Save another student's life.
[-] Endangering another student.
You don't have to hold on to this list. It is just a guideline. Teachers may reward or deduct house
points for many other reasons.
GET OUT OF HISTORY
There are many ways a player's witch or wizard can exit the story. Not all of them are bad or
permanent, but they do remove the main character in question from the game.
When someone marks their final condition and fails their exit history roll, their witch or wizard
may be expelled, fall into a coma, lose their memory, go mad, be sent to Azkaban, end up dead, or
suffer any other fate. What happens at that moment in the fiction will tell you what makes the
most sense. Remember that the player must make a new witch or wizard to continue in the game.
1
4
+ CREATION OF WITCHES AND
WIZARDS
,
To create your witch or wizard, follow these steps. You must roll a d6 to choose one of the options
from each list, although you can directly choose the option you like best or do a combination of
both methods.
Hair
1 - Brown 2 - Blonde 3 - Redhead
4 - Chestnut 5 - Covered (garment) 6 - Dyeing
Complexion
1 - Thin/a 2 - Large 3 - Athletic
4 - Robust 5 - Small 6 - High
1
5
H CREATION OF WITCHES AND
4 WHAT IS YOUR ANCESTRY?WIZARDS H
1-2 Muggleborn (You will start with 1 spell and 3 Experience)
3-4 Half-Blood (You will start with 2 spells and 2 Experience)
5-6 Pureblood (You will start with 3 spells and 1 Experience) You must mark your initial
experience on your character sheet.
6 - Transfiguration 6 - Quidditch
1
6
H CREATION OF WITCHES AND
Surnames: Adebayo, WIZARDS H
Ali, Bagshot, Chowdhry, Davies, Diaz, Dubois, Finnigan, Goldstein, Grint,
Johnson, Kazinsky, Khan, Leung, Macmillan, Mwangi, Ogden, Okafor, Patel, Quinn, Radcliffe,
Santos, Schmidt, Spinnet, Tarkowski, Thomas, Valentini, Warren, Watson, Wong.
Optionally, you can fold a piece of poster board in half to make a tent where you can write your witch
or wizard name and what pronouns or gender others should use when referring to your character. If you
play online, do the same with the username displayed by the platform you are using.
1
7
H CREATION OF WITCHES AND
WIZARDS H
U Gryffindor U T Ravenclaw T
1 - Which of you did I defend when some of your higher education courses were bothering you? (friend) for
a History of Magic exam? (friend)
2 - Who was unjustly imprisoned? Which of you did I let copy my notes with me after talking to a
teacher? (friend) of enchantments? (friend)
3 - Who is my best teammate on the 3rd Quidditch team? - Who among you shares my obsession?
(friend) by some strange magical creature? (friend)
4 - Who among you would I go to if I had to go look for something in the library? (friend) that I can't search
in the library? (friend)
5 - Who among you has the same position as 5 - Who do I have a grudge against for getting better than me
on another house's Quidditch team? (rival) grades me higher in my favorite subject? (rival)
6 -Which one of you did I challenge to a duel for? 6 - Which of you do I hate because of?
insult a friend? (rival) having cheated on an exam? (rival)
1
8
+ PLAYER MOVEMENTS
BASIC MOVEMENTS
FACING DANGER
When faced with something dangerous, be it a physical threat, magical threat, or any other type of
threatening situation, roll +Bravery.
With a 10 or more, choose one:
• You remain unmoved and no one gets hurt.
• You take no damage and strike back at the threat.
Between 7 and 9, choose one:
• The threat takes damage, but so do you.
• You are unable to act, but the threat recedes.
• You escape without suffering any Severe Consequences.
• You avoid any Severe Consequences, but someone else suffers them instead.
On a 6 or less, score an Experience point. You fail to confront the danger and the narrator will tell
you what Severe Consequence occurs as a result.
GAIN KNOWLEDGE
When you want to know something about a person, object, situation, or
place through a conversation, book, newspaper, document, or recall it
from your own memory, roll +Intellect.
With a 10 or more, you get the knowledge you wanted. You can also ask the narrator a question
and he or she must answer you honestly. You can ask:
• What is not what it seems to be?
• Where is what I'm looking for?
• What's the story behind this?
• How do I make this useful?
• What does he really want?
• What do I remember about it?
Between 7 and 9, you receive some of the information you were looking for. You can ask the
narrator a question, but although his answer must be sincere, he does not have to give you all the
information.
On a 6 or less, score an Experience point. You're not sure if you've gotten what you needed. You
can ask the narrator a question, but he or she doesn't have to give you a complete answer, nor does
it have to be true. The narrator will also tell you what Severe Consequence occurs as a result.
1
9
H PLAYER MOVEMENTS H
THIS IS A PRANK
When you hide, conceal an object, try to move unseen, or try to sneak into a place, roll +Wits.
On a 10 or higher, you make yourself or anything you conceal go unnoticed.
Between 7 and 9, choose one:
• Someone or something is looking for you or what you have hidden.
• Someone or something knows you're nearby or that you've hidden something, but they don't
know where.
• You leave some kind of trace or evidence.
On a 6 or less, score an Experience point. They discover your hiding place or whatever you're
hiding. The narrator will tell what Severe Consequence occurs as a result.
GET WHAT YOU WANT TO GET
When you want to obtain an object or convince someone to do or think something and you want to
do it with honesty, charisma, humility or by negotiating, roll +Courage. If you do so by cheating,
scheming, or stealing, roll +Wits.
With a 10 or more, you get what you want, no problem.
Between 7 and 9, you get what you want, but… (choose one)
• The person you get it from is suspicious.
• You must promise something as payment.
• The person you get it from changes their attitude towards you.
On a 6 or less, score an Experience point. You don't get what you wanted and the narrator will tell
you what Severe Consequence occurs as a result.
HELP OR INTERFERE
When you assist, defend, or help someone, or when you place obstacles, traps, or intentionally
harm someone, roll +Loyalty. If the person is a friend or rival, add +1 to your roll.
Towards other player characters:
With a 10 or more, you get it and choose one:
• Give a +1 or -1 to your roll.
• Prevents you from receiving a Condition.
• Offer them 1 Experience point to stop what they are doing.
Between 7 and 9, choose one of the above options, but you receive a Condition as a result of your
efforts.
On a 6 or less, score an experience point. You are unable to help or harm and the narrator will tell
you what Severe Consequence occurs as a result.
Towards non-player characters:
With a 10 or more, describe how you achieve it.
Between 7 and 9, you get it, but you must choose one of the following:
• You receive a Condition for your effort.
• You accidentally take damage in the process.
• They get mad at you for doing it.
• They suspect your real motives.
On a 6 or less, score an experience point. You are unable to help or harm and the narrator will tell
you what Severe Consequence occurs as a result.
2
0
H PLAYER MOVEMENTS H
MAKE A SHOT
When you want to do something that has a certain probability of failure and no movement fits the
situation, you can always try adding some of your traits (use the one that best suits what you
intend).
With a 10 or more, you can easily accomplish what you intended.
Between 7 and 9, you get it, but there is a cost.
On a 6 or below, you fail and the narrator tells you how things get worse.
Earn an Experience point.
MAGICAL MOVEMENTS
CAST A SPELL
When you cast a spell you know, first say it out loud and wave your wand, then roll +Magic. If
you don't know the spell, don't say it out loud, or don't wave your wand, you must spend a Luck
point before rolling +Magic.
You don't have to throw if there is no possibility of failure. You can usually cast a spell from two
or more previous cures without needing to roll (but you will roll when you do so in a sticky
situation).
On a 10 or higher, you succeed in casting the spell.
Between 7 and 9, you manage to cast the spell, but... (choose one)
• The effect is not as powerful as it should be.
• The effect does not last as long as you expected.
• You attract attention.
On a 6 or below, you somehow fail and the narrator tells you how things get worse. Earn an
Experience point.
BREW A POTION
When you concoct, mix, or brew a potion you know, roll +Magic. You must have the necessary
ingredients, a place to prepare it, and a wand at your disposal. If you don't know the potion, you
must spend a Luck point before rolling +Magic.
On a 10 or higher, you successfully create the potion.
Between 7 and 9, you create the potion, but... (choose one)
• Does it have any side effects?
• The process is bumpy and you receive a Condition.
• You make a mistake and make a different potion (the narrator tells you which one).
On a 6 or less, score an Experience point. You fail to successfully create the potion and the
narrator must tell you a Severe Consequence that occurs as a result.
2
1
H PLAYER MOVEMENTS H
USE A MAGIC ITEM
When you use a magic item, roll +Magic.
On a 10 or higher, the item works as expected and you can make full use of it.
Between 7 and 9, choose one:
• The object does something unexpected but useful.
• The item's effect is not as powerful as it should be.
• The item works as expected, but you receive a Condition from its use.
• The object works but breaks in the process.
On a 6 or less, score an experience point. The item malfunctions and the narrator can tell you
what Severe Consequence occurs as a result.
DEALING WITH A MAGICAL CREATURE
When you attempt to tame, aid, receive aid from, or otherwise interact with a magical creature, roll
+Loyalty.
On a 10 or higher, the creature bends to your will.
Between 7 and 9, choose one:
• The creature acts as you intended, but you receive a Condition for your efforts.
• The creature reacts as you wanted but draws attention.
• The creature doesn't act the way you wanted, but it does something useful to you.
On a 6 or less, score an Experience point. The creature reveals itself and the storyteller can tell
you what Severe Consequence occurs as a result.
DUEL
When you engage in a magic duel, roll +Magic to cast a spell, but treat the results as follows. If
you're casting a defensive or healing spell, treat the range as a successful block or heal. The duel
ends when a witch or wizard surrenders or can no longer cast any more spells.
On a 10 or higher, you hit the opponent and their spell fails.
Between 7 and 9, choose one:
• Your spells collide in the air.
• Both spells fail.
• Both spells reach you.
On a 6 or less, score an Experience point. Your spell fails but your opponent's spell hits you. The
narrator will tell you what Severe Consequence occurs as a result. If you face another main
character:
Throw +Bravery. Whoever gets the highest result will act first. When it's your turn, you'll both
wave your wands and say what spell you'll cast. Then, roll +Magic (opponent doesn't roll). Use the
previous results to see what happens. After this, it is the turn of the next main character.
2
2
+ THE RULES OF QUIDDITCH
Quidditch is a game between two teams of seven witches or wizards who fly through the air on
their broomsticks.
There are three types of balls:
• A Quaffle, the biggest one. Each group will try to get the ball through the opposing team's
hoops to receive 10 points for each goal.
• Two Bludgers, small but heavy. They are enchanted and fly at players.
• A Golden Snitch, the most elusive of all. It is a small golden ball with wings enchanted to fly
around the field seemingly at random. Catching it ends the match and rewards the group with
150 points.
Each group is made up of the following players:
• Three Chasers, who must throw the Quaffle into the opposing team's hoops to win 10
points.
• A Guardian, who defends the posts with his own team's hoops.
• Two Beaters, armed with special bats to keep the Bludgers away from the team while they
throw them at the opponent.
• A Seeker, who must locate and catch it before the other Seeker to finish the match and
receive 150 as a reward.
The games are played on a Quidditch pitch, with two groups of three hoops, one per team. The
oval-shaped field is usually surrounded by stands for spectators. Each house has its own Quidditch
team. Usually one match is played against each of the houses during the school year. At the end of
the course, the Quidditch Cup is awarded to the house that has obtained the most points during the
course. This feat earns the house 50 points for the House Cup.
Remember that there are many things that happen around a Quidditch match. Most likely you are
trying to solve a Mystery that lurks in the stands or face one of your rivals on the playing field.
You can do anything and make any kind of move during a match, just like in any other scene in
the game, not just the Quidditch-specific ones.
2
3
H QUIDDITCH H
QUIDDITCH MOVES
2
4
+ SETTING REFERENCES
MAGIC OBJECTS
• Auto-Response Pen. Write the correct answer to a question. It is used to cheat on exams.
• Bezoar. Stone extracted from the digestive system of goats. Cures most poisons.
• Broom. Muggle tool used by wizards for flight. It is usually used for transportation or to
play Quidditch.
• Folding cauldron. A cauldron to take with you wherever you go.
• Deluminator. It is shaped like a lighter. Allows you to capture the surrounding lights.
• Enchanted map. A map that reflects the rooms, objects and people that are present in real
time in the area it represents.
• Eternal candle. A candle that produces light eternally.
• Explosive snap. Magical card game in which cards explode spontaneously.
• Fireproof clothing. Clothing items (shirts, gloves, etc.) that protect you from fire.
• Mirror of enemies. Mirror that shows silhouettes of your enemies. These become clearer
the closer they are to you.
• Hiccup candy. Sweet that causes hiccups.
• Invisibility cloak. If you cover yourself with it you become invisible.
• Magical shop. Enchanted tent that makes the interior much larger than the outside.
• Omnicular. It is equivalent to muggle binoculars. Images may play back slowly. It is
usually used to watch Quidditch.
• Flyfeather. Automatically writes what is dictated to it.
• Reminder. It produces a red smoke that warns you that you have forgotten something. The
problem is not remembering what you have forgotten.
• Automatic cauldron. Magical cauldron that stirs its contents.
• Sneakoscope. A crystal that lights up, spins, and whistles if someone nearby is doing
something suspicious.
• Correction pen. Automatically corrects spelling.
• Sticky slippers. They adhere to the surface and allow you to climb walls and cross ceilings.
• Smelly projectile. They give off a smell of manure.
• Time-turners. Necklace that allows you to travel through time.
• Prank wand. Seemingly normal but when a spell is cast it becomes a random object.
• Two-way mirror. A pair of mirrors that allow two people to talk even if they are in
different locations.
• Magic Chess. Chess in which the pieces are enchanted to move by themselves. He is
accused of being violent.
2
5
H SETTING REFERENCES H
LOCATIONS ANNUAL EVENTS
Hogwarts and its grounds • The Hogwarts Express
• Astronomy Tower • Welcome Banquet
• Pier • Quidditch Team Tryouts
• Janitor's Office • Halloween Feast
• Dungeons • Quidditch matches
• Grand staircase • Christmas banquet
• Forbidden Forest • Christmas Ball
• Hut of the Keeper of the Keys and • Christmas and Easter holidays
Grounds • Final exams (known as
• Great Dining Room SCAM and ECSTASY)
• Great Lake • End of year banquet
• Greenhouses and Gardens • Summer holidays
• Gryffindor Tower
MAGICAL CREATURES
• Director's Office
• Hospital Wing • Acromantula
• Hufflepuff Basement • Basilisk
• Kitchens • Boggart
• Bathrooms • Bowtruckle
• Library • Winged horse
• Owlery • Centaur
• Bath of the Prefects • Cerberus
• Quidditch pitch • Croup
• Ravenclaw Tower • Dementor
• Room of Requirement • Doxy
• Slytherin Dungeon • Dragon
• Staff Room • Cornish Pixie
• Teachers' Offices • House Elf
• Fire beetle
Hogsmeade • Niffler
• Clothing for Gladrags wizards • Blast-tailed skrewt
• Hog's Head Inn • Sphinx
• Hogsmade Station • Phoenix
• Honeydukes • Ghoul
• Madam Puddifoot's Tea Room • Giant
• Shack of Screams • Gnome
• The Rres Brooms • Goblin
• Zonco joke shop • Hippogriff
• Werewolf
Diagon Alley, London • Kappa
• Flourish & Blott's Bookstore • Knarl
• Gringotts Bank • Kneazle
• Knockturn Alley • Mermaids
• Mrs. Malkin's robes • Thestral
• Magical Pet Shop • Troll
• Ollivander's Wand Shop • Unicorn
• Quidditch Shop
• Apothecary Slug & Jiggers
• The Leaky Cauldron Pub
• Weasley's joke shop
2
6