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Sessions & Pricing

Online D&D Campaigns for Kids & Teens.

12 weeks. Small groups. Original worlds. Zero recycled adventures.

These aren’t drop-in classes. They’re campaigns — with a story arc, real characters, and stakes that build week over week. Your kid won’t just be playing D&D. They’ll be living inside a world Theo built for them specifically.

First cohort starts September 2027. Two tiers available. Groups fill fast — max 5 kids each.

Choose Your Cohort

Two tiers. Pick yours.

Ages 10–13

Young Adventurers.

$360

per cohort · $30 / session

12 weekly sessions · 75 min each · Max 5 players

New to D&D or ready to go deeper? This is your table. Theo runs The Salt-Tooth Spire — his original zombie western — in a PG version tuned for ages 10–13: spooky, not scary, accessible for beginners but never boring.

Content: PG — age-appropriate adventure, no graphic content.

Ages 13–17

Teen Guild.

$396

per cohort · $33 / session

12 weekly sessions · 90 min each · Max 5 players

This is where things get interesting. Theo runs The Salt-Tooth Spire — his signature zombie western: a cursed frontier town, undead outlaws with real motivations, and moral dilemmas your teen will argue about for days. Longer sessions, PG-13 storytelling.

Content: PG-13 — mature themes handled thoughtfully. No graphic violence or adult content.

How It Works

From waitlist to first roll.

I

Join the Waitlist

Fill out the short form. Tell us your kid’s age, D&D experience level, and which tier you’re interested in. Takes 2 minutes.

II

Intro Call

You, your questions, and Theo’s mom. We confirm the right tier, explain how sessions run, walk through the safety setup, and answer everything. No surprises.

III

Character Creation

Teen Guild players get a pre-campaign session with Theo. Young Adventurers get pre-made character options ready on day one. Either way, your kid shows up ready to play.

IV

Campaign Begins

Weekly sessions on Zoom, same day and time each week. Your kid joins, the party assembles, and Theo runs the story. Recording delivered within 24 hours.

V

12 Weeks Later

The campaign reaches its conclusion. Players can continue next cohort, try a different tier, or come back next season. No pressure either way.

What You'll Need

Not much. Seriously.

No D&D experience needed. Theo teaches the rules as you play. Your kid doesn’t need to have touched a d20 in their life to jump in.

No experience required.

Theo introduces rules gradually as they become relevant in the story. Your kid will be playing naturally within the first session — no tutorial, no homework.

Required
Optional but fun
Questions Parents Actually Ask

FAQ.

Players and the Dungeon Master join a Zoom call at a scheduled time each week. Theo runs the story, describes the world, and plays all the NPCs. Players make decisions, roll dice (physical or digital), and the story unfolds together. Sessions are recorded automatically and available to parents within 24 hours.

No experience needed at all. Theo introduces rules gradually as they become relevant in the story. Your kid will be playing naturally within the first session without feeling like they’re sitting through a tutorial.

We run campaigns for ages 10–17 across two separate tiers. Young Adventurers (10–13) runs PG campaigns with age-appropriate content and shorter sessions. Teen Guild (13–17) runs PG-13 campaigns with more complex storytelling. Kids are never mixed across age tiers.

Luck of the Roll runs on a 12-week cohort model. Young Adventurers cohorts are $360 total ($30/session). Teen Guild cohorts are $396 total ($33/session). Payment is made upfront when you join a cohort. No hidden fees, no per-session charges.

Every session at Luck of the Roll is recorded and available to parents within 24 hours. Parents can also join as silent observers at any time via a separate link. Players never have a way to contact each other outside of sessions. There is no group chat, no Discord server, and no private messaging. Full details on our Safety page.

All sessions run on Zoom — a platform most families already have and trust. No new software to learn. Your kid just clicks a link and they’re in.

Life happens. If your kid misses a session, they get the recording to catch up on what they missed and can jump back in the following week. Campaigns are designed so no single session leaves a player permanently lost.

No — cohorts start together and stay together for all 12 sessions. This keeps the story tight and the group dynamic strong. Join the waitlist and we’ll confirm your kid’s spot in the next cohort.

September 2027 cohorts filling up.

Both tiers capped at 5 players. Once a group is full, it's full until next cohort.
Free to join · No payment until your spot is confirmed
Luck of the Roll

Real D&D campaigns for ages 10–17. Run by Theo, a 15-year-old DM. Online, small-group, parent-approved. Starting September 2027.

Company
© 2026 Luck of the Roll · homebrewed since the long winter of '23
Made with d20 energy · Site by TALA Digital