Zachlings Chronicles - Quick Reference
Everything You Need to Know on One Page!
Basic Dice Rolling
Roll 2 dice + your stat
- 10+ = SUCCESS! You do what you wanted
- 7-9 = PARTIAL SUCCESS You succeed but something goes wrong
- 6 or less = FAILURE It doesn't work, but the story continues
The Four Stats
🛡️ COURAGE
Fighting, being brave, standing up to bullies
✨ MAGIC
Using special powers, sensing evil, healing others
🤝 FRIENDSHIP
Talking to others, making allies, working as a team
🥷 SNEAKY
Moving quietly, hiding, finding secret things
Health & Damage
- Start with 10 Health Points
- At 0 health = knocked out for 1 hour, wake up with 1 health
- Rest 1 hour = recover 3 health points
- Sleep 8 hours = back to full health
Combat Quick Rules
- Initiative: Roll 2 dice + Courage (highest goes first)
- Your Turn: Move + one action (attack, magic, help friend, defend, or get creative)
- Attacks: Roll 2 dice + Courage vs enemy defense
- Magic: Roll 2 dice + Magic vs enemy defense (costs 1 health to use)
- Damage: Usually 1d6+1 for basic attacks
The Mighty Belch
Use: Once per adventure, any time
Effect: Always works, no dice needed!
- Scares away weak enemies (3 health or less)
- Does 1d6+3 damage to strong enemies
- Ground shakes, evil cowers in fear
- Each color has unique enemy effects
Combined Belch: 2+ Zachlings = 2d6+6 damage + all effects
After: Must rest 10 minutes before using other magic
Enemy Quick Stats
| Enemy Type |
Defense |
Health |
| Sneaky Goblin |
6 |
3 |
| Regular Goblin |
8 |
6 |
| Big Goblin |
10 |
10 |
| Goblin Chief |
12 |
15 |
Teamwork Bonuses
- Fighting Together: +1 to attack if ally is next to same enemy
- Helping: Use your action to give ally +2 to their next roll
- Protecting: Jump in front of attack meant for friend
Zachling Special Powers (Once per adventure)
🔴 RED
Fire Shield (protect allies from one attack)
🟠 ORANGE
Rally Cry (all allies get +2 to next roll)
🟡 YELLOW
Lightning Bolt (ranged attack)
🟢 GREEN
Healing Touch (restore 5 health to ally)
🔵 BLUE
Water Shield (block any magical attack)
Belch Effects on Enemies
🔴 RED
Burns for 1d3 fire damage over 2 turns
🟠 ORANGE
-2 to all rolls for 3 turns (doubt)
🟡 YELLOW
Chain lightning jumps to 3 enemies
🟢 GREEN
Roots hold in place for 2 turns
🔵 BLUE
-1 defense until armor dries
The Zachling Aura
- Visible only to kind creatures (not goblins!)
- Glows faintly at rest, brighter when excited
- Helps good NPCs recognize heroes
What Goblins Want
- ✨ Shiny treasure and coins
- 🍭 Food (especially sweets)
- 💥 To cause trouble and chaos
- 😴 To avoid real work
Goblin Weaknesses
- 🏃 Cowardly when outnumbered
- 💎 Distracted by shiny objects
- ⚔️ Fight among themselves over treasure
- 😱 Terrified of the Mighty Belch!
GM Quick Tips
- Say "Yes, and..." to player ideas when possible
- Keep it moving - when in doubt, add goblins!
- Make failure fun - something interesting always happens
- Let everyone shine in their character's specialty
- The Mighty Belch should always feel epic and powerful
Common Difficulty Numbers
| Task Difficulty |
Target Number |
| Easy task |
7 |
| Normal task |
10 |
| Hard task |
12 |
| Very hard task |
15 |
Sample Actions & Difficulties
- Convince friendly NPC: Friendship vs 8
- Sneak past sleeping guard: Sneaky vs 9
- Climb a steep wall: Courage vs 10
- Sense if someone is lying: Magic vs 11
- Pick a simple lock: Sneaky vs 12
Remember: The goal is to have fun and tell an exciting story together!