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Meet the DM

Meet

Theo.

He’s 15. He’s been DMing since he was 12. He has strong opinions about campaign pacing and will absolutely railroad you if your character does something dumb.

The Dungeon Master

The DM who actually gets it.

Theo started playing D&D at age 10 and ran his first homebrew campaign at 12. He’s built worlds from scratch — original maps, original lore, original story arcs — and run them for players who came in knowing nothing about the game and left three months later arguing about NPC motivations.

He gets what makes a campaign work for kids and teens because he is one. He knows what it feels like to be bored by a tutorial, lost in rules, or stuck in a story that goes nowhere. So he built something different.

Theo — Dungeon Master · Chaotic Good · Level 15
STR10(+0)
DEX14(+2)
CON16(+3)
INT17(+3)
WIS14(+2)
CHA18(+4)
SkillsStorytelling +9, World-Building +8, Rules Adjudication +6, Snack Selection +5
TraitsPatient with new players. Merciless with dice. Will not tell you what the DC is until after you’ve rolled.
FlawHas too many campaign ideas and not enough players.
Why It Works

Why a teen DM is actually the point.

I

He Remembers What It Felt Like

Theo was learning D&D not that long ago. He still remembers what confused him, what bored him, and what made him instantly obsessed. That’s directly in the design of every session.

II

The Stories Hit Different

Zombie westerns. Cursed frontier towns. Undead outlaws with actual motivations. These aren’t “fantasy tropes 101.” They’re the stories Theo wants to tell — and the stories teens actually want to live inside.

III

He Knows the Table Dynamics

Getting 5 kids to collaborate on a story isn’t easy. Theo’s been doing it for years. He knows when to push, when to pull back, and how to make every player feel like the hero of their own arc.

Campaign Style

What Theo runs.

Right now, Theo runs one campaign for every table — The Salt-Tooth Spire, an original zombie western he built from scratch. Same cursed world for both cohorts, tuned to each age group.

Teen Guild · PG-13

The Salt-Tooth Spire

A zombie western set in a cursed frontier town where the dead won’t stay dead and the sheriff’s been missing for three weeks. Currently in session. Morally grey NPCs, genuine stakes, no easy answers.

Young Adventurers · PG

The Salt-Tooth Spire

The same cursed frontier — tuned for ages 10–13. Spooky, not scary: a missing sheriff, undead outlaws, and choices that matter, with age-appropriate stakes and no graphic content.

About Theo

Questions about the DM.

Theo started playing D&D at 10 and ran his first campaign at 12. He’s been running homebrew campaigns ever since — building original worlds, writing his own lore, and developing his own DM style over three years of actual play.

Yes. Theo’s mom is involved in all parent communications, the intro call, and session oversight. Every session is recorded. Parents can join as silent observers at any time. This is a family-run operation and safety is built into how it runs — not added as an afterthought.

Classes teach D&D as a skill. Theo runs campaigns as an experience. There’s no curriculum, no workbook, no structured “learning objectives.” There’s a world, a story, five players, and stakes that build week over week. Players learn the rules because they need them — not because they’re being taught them.

Groups are small (max 5) and we confirm tier placement before the cohort starts. Before your first session, Theo gets to know each player’s style during character creation. If something isn’t working, we talk — the intro call exists exactly for this kind of conversation.

Ready to roll?

September 2027 cohorts · both tiers open now
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