Zachlings Chronicles - Quick Reference

Everything You Need to Know on One Page!

Basic Dice Rolling

Roll 2 dice + your stat

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

Combat Quick Rules

  1. Initiative: Roll 2 dice + Courage (highest goes first)
  2. Your Turn: Move + one action (attack, magic, help friend, defend, or get creative)
  3. Attacks: Roll 2 dice + Courage vs enemy defense
  4. Magic: Roll 2 dice + Magic vs enemy defense (costs 1 health to use)
  5. Damage: Usually 1d6+1 for basic attacks

The Mighty Belch

Use: Once per adventure, any time

Effect: Always works, no dice needed!

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

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

What Goblins Want

Goblin Weaknesses

GM Quick Tips

Common Difficulty Numbers

Task Difficulty Target Number
Easy task 7
Normal task 10
Hard task 12
Very hard task 15

Sample Actions & Difficulties

Remember: The goal is to have fun and tell an exciting story together!