RPG TRAINING (VOL. ZERO)

VOLUME ZERO SECRET COURSE

Welcome, Arkader.

If you have reached this Radix Digital Scroll, you have discovered the hidden RPG Training path concealed throughout Volume Zero.

Across the book, Luna guides you to special QR Codes that unlock a progressive course designed to teach you how to understand and play 5E Role Playing Games from the ground up. The course is based on the rules framework of the System Reference Document 5.2.1, and every Secret Lesson builds upon the knowledge introduced before it.

Volume Zero contains 27 Secret RPG Lessons in total, numbered from Lesson 0 to Lesson 26.

You will begin with the absolute foundations of Role Playing Games, learn how characters interact with the rules and the world around them, master the essential D20 mechanics, and eventually enter combat, where movement, attacks, damage, resistance, vulnerability, and immunity all come together.

You do not need previous experience. Follow the lessons in order, take your time, and allow each new concept to build naturally upon the last.

THE 27 SECRET RPG LESSONS OF VOLUME ZERO

LESSON 0

Introduction to the Course, 5E Role Playing Games, and the SRD 5.2.1

Discover what a 5E Role Playing Game actually is. Learn the roles of the Game Master and the players, understand the basic rhythm of play, and meet the three great pillars of the game: Social Interaction, Exploration, and Combat. You will also receive your first introduction to dice, the d20, and the SRD 5.2.1.

LESSON 1

The SRD 5.2.1 License, CC BY 4.0, Attribution, and 5E Compatible Content

Learn what the System Reference Document 5.2.1 is, why creators can use its material, how the Creative Commons Attribution 4.0 license works, and what it really means for independent material to be described as 5E Compatible.

LESSON 2

Fundamental Rules: General Rules, Exceptions, Rounding, and the Rhythm of Play

Understand some of the principles that govern the entire rules system. Learn why specific rules can override general rules, how fractions are handled, and how play continually moves through description, decision, resolution, and consequence.

LESSON 3

The Six Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma

Meet the six abilities that describe every character and creature. Learn what each ability represents, how Ability Scores work, how scores translate into Ability Modifiers, and why these six numbers influence so many parts of the game.

LESSON 4

D20 Tests: The Core Mechanic of the Game

Discover the mechanical heart of 5E. Learn how to roll a d20, apply the relevant modifiers, and compare the result against a target number. You will also learn the three great forms of D20 Test: Ability Checks, Saving Throws, and Attack Rolls.

LESSON 5

Ability Checks, Skills, and Difficulty Classes

Learn how characters overcome uncertain challenges. Explore the 18 skills, understand when proficiency applies, discover how tools can interact with checks, and learn how Difficulty Classes determine whether an attempt succeeds or fails.

LESSON 6

Saving Throws: Resisting Threats, Hazards, and Effects

Learn how characters resist danger. Discover the six types of Saving Throw and understand how they are used against spells, hazards, poisons, mental effects, physical forces, and many other threats.

LESSON 7

Attack Rolls, Armor Class, Natural 20s, and Natural 1s

Learn how the game determines whether an attack hits its target. Understand Attack Rolls, Armor Class, attack modifiers, Natural 20s, Natural 1s, and the first essential mechanics behind successful attacks.

LESSON 8

Advantage, Disadvantage, Rerolls, and Heroic Inspiration

Discover how circumstances can dramatically alter a D20 Test. Learn how Advantage and Disadvantage work, how rerolls interact with the rules, and how Heroic Inspiration can give a character another opportunity when it matters.

LESSON 9

Proficiency: Proficiency Bonus, Skills, Saving Throws, Weapons, Tools, and Expertise

Master one of the most important concepts on a character sheet. Learn when your Proficiency Bonus applies, how it interacts with skills, Saving Throws, weapons, and tools, and how Expertise can represent exceptional training.

LESSON 10

Actions: Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, and Utilize

Explore the major Actions available to creatures during play. Learn what each Action allows you to accomplish and begin understanding the extraordinary number of tactical and narrative choices available to a player.

LESSON 11

Bonus Actions, Reactions, Triggers, and Timing

Not everything happens through your normal Action. Learn how Bonus Actions and Reactions work, what triggers them, and why understanding timing is essential when several rules and abilities interact.

LESSON 12

Social Interaction: Roleplaying, Attitudes, Influence, and Social Checks

Enter the first great pillar of adventure in depth. Learn how conversations, attitudes, roleplaying, Influence, and Ability Checks can shape encounters without drawing a weapon or casting a spell.

LESSON 13

Exploration: Interacting with the Adventuring World

Learn how adventurers engage with the environments around them. Discover how investigation, movement, observation, decisions, equipment, and character abilities transform exploration into one of the central experiences of a Role Playing Game.

LESSON 14

Vision, Light, Darkness, Obscured Areas, Special Senses, and Hiding

Understand what characters can and cannot see. Learn how light and darkness affect play, how obscured areas work, how special senses change perception, and how all of this connects with hiding and discovering creatures.

LESSON 15

Objects: Interaction, Searching, Carrying, Breaking, and Hidden Objects

Adventures are filled with doors, containers, weapons, mechanisms, treasures, hidden objects, and countless other physical elements. Learn how characters interact with, search, carry, damage, and discover objects within the game world.

LESSON 16

Hazards, Marching Order, Travel Pace, Mounts, and Vehicles

Take exploration beyond individual rooms and encounters. Learn how parties travel, how marching order affects an expedition, how travel pace works, and how mounts, vehicles, and environmental hazards influence an adventure.

LESSON 17

Playing on a Grid: Miniatures, Tokens, Squares, Distances, and Positioning

Bring your adventures onto the tabletop. Learn how to represent characters and creatures with miniatures or tokens, how squares and distances work, and why positioning can become an important tactical element during encounters.

ENTERING COMBAT

At this point, you have built the foundations.

Now the course moves into one of the most exciting and structured parts of the game.

Combat.

LESSON 18

Starting Combat: Encounters, Rounds, Turns, and Initiative

Learn how combat begins. Discover how encounters become structured into rounds and turns, how Initiative determines the order of action, and how every participant receives an opportunity to act.

LESSON 19

Movement and Position: Speed, Difficult Terrain, Spaces, and Creatures

Learn how to move through a battlefield. Understand Speed, Difficult Terrain, occupied spaces, positioning, and the rules that determine where your character can go during combat.

LESSON 20

Making an Attack: Targets, Modifiers, and Attack Resolution

Put your earlier knowledge into practice. Learn the complete process of choosing a target, making an Attack Roll, applying modifiers, comparing the result with Armor Class, and determining whether an attack succeeds.

LESSON 21

Ranged Attacks, Range, Long Range, and Cover

Master combat from a distance. Learn how normal range and long range affect attacks, and discover how Cover can make creatures more difficult to hit.

LESSON 22

Melee Attacks, Unarmed Strikes, Grappling, and Opportunity Attacks

Move into close combat. Learn how melee attacks work, how characters can fight without weapons, how Grappling functions, and why Opportunity Attacks make movement around nearby enemies dangerous and tactical.

LESSON 23

Mounted Combat and Underwater Combat

Not every fight happens on ordinary ground. Learn how combat changes while riding a mount and discover the special considerations involved when characters battle beneath the water.

LESSON 24

Hit Points, Damage Rolls, Critical Hits, and Saving Throws Against Damage

Now that you know how to hit an enemy, learn what happens next. Understand Hit Points, Damage Rolls, Critical Hits, and how certain effects use Saving Throws when determining the consequences of damage.

LESSON 25

Every Damage Type and How Damage Works

Discover that damage is more than a number. Learn the different Damage Types used throughout the game and understand why the type of damage being dealt can radically change its effect on a creature.

LESSON 26

Resistance, Vulnerability, and Immunity

Complete the Volume Zero Secret Course by learning how creatures interact differently with damage. Discover how Resistance reduces damage, how Vulnerability makes certain attacks more dangerous, and how Immunity can prevent specific types of damage entirely.

YOUR RPG IGNITION IS COMPLETE

By completing these 27 Secret Lessons, you will have travelled from the most fundamental question, What is a Role Playing Game?, to a working understanding of the systems that drive exploration, interaction, D20 Tests, actions, movement, attacks, combat, Hit Points, and damage.

But this is only the beginning.

Volume Zero is your RPG Ignition.

The knowledge you have gained here gives you the foundation you will need for everything that comes next: character creation, classes, equipment, magic, spells, deeper combat systems, adventures, creatures, monsters, and many more secrets of 5E Role Playing Games.

So keep looking for Luna.

Keep scanning the RPG Training codes.

Keep unlocking the Radix Digital Scrolls.

Every Secret Lesson takes you one step closer to becoming a true RPG Hero.