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Sorceress & Witch

A member registered Apr 09, 2019 · View creator page →

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Thanks for your input. 

You did have it right! I just printed the list wrong and there are numbers that aren’t available by combining the two dice as you described. So it’s my error.

This is correct: "Well it says you roll 2 d6 and combine them, so if I roll say... a 1 and a 3. that could be 13."

Please ignore the unavailable numbers! 

And thank you for your support! 

Thank you for the kind words and support, I do hope you enjoy! 💀❤️

If you send an email to I'll get a copy sent out.


Hi, thanks for being so concerned. Please know that I do send out copies of the zine & pamphlet when I can manage the time. If you haven't received a copy yet, please be patient. MAPPING the CATACOMBS was a labor of love - not a paying job.  And yes, the game is now available in a full 76 page book tested by one of our communities best editors (also available in Spanish now!) and the zine and pamphlet are no longer available for purchase. I know most people don't want to support Amazon (even to the extent that you end up not supporting the creator). I've worked with DTRPG off and on for months trying to get the book version available there with great difficulty. I do recommend waiting for that version to come available, again please be patient. I'd love for this to be a paying job where I can quickly respond to "customers" demanding my time and attention. Buy the book and maybe it could be so!

Lastly, I find your message and assumptions incredibly rude in nature, especially to post on the page for my little game, the place that I've cultivated in the hopes of getting even the smallest support for my work. 

Good luck to you as well.

I haven’t heard of any but I would love to see it happen! Do you have a copy? I haven’t setup community copies yet - but I’d be glad to share. 

The updated book for Mapping the Catacombs has moved to Amazon!

If you want to send me your email address I'll send the original zine and pamphlet pdf. You can reach me at

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Hello! f you want to send me your email address I'll send the pdf. You don't need this if you have the zine, but I'd be happy to send it! You can reach me at

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If you want to send me your email address I'll send the zine pdf today. You can reach me at

Hello and many thanks!

When you roll d6 for an enemy/monster HP and get a 6, and in the case where that same enemy gets an HP bonus, instead of increasing their HP they attack twice per turn - roll d6 for each of these attacks.

This next point has shown me that I didn't put this instruction in the text - whoops! My intent is for the following to happen:

Some encounters require a COIN TOSS to determine which set of actions to take - HEADS representing an advantage to your character, presenting the option to incorporate an enemy into your party, let them leave and avoid combat, or to go ahead with an attack. TAILS will require you to roll on the accompanying table. This will definitely be an edit for the next version.

Thanks, please let me know if you have more questions!


I should have written that yes, the CULTIST is certainly dead - or near-death! But the intent is to allow movement to an adjacent chamber of your choice without having to roll 2d6 CATACOMB CONFUSION.

And yes! I have often thought about making a video playthrough/instruction - as well as a major overhaul of the rules with some help from outside designers. I'd love to make a video, but I currently don't have a camera - or haven't learned how to use my phone to get decent film - still using an old 2013 model. But yes that's something I would love to do eventually!


The first step is to mark your intended path with an "i" - you may not get the chance to follow that path if you roll 2d6 CATACOMB CONFUSION and have to deviate. If you are forced to deviate, mark that as the actual path you take with the "arrow". The "right" and "left" are intended to mean "of the hash mark with an "i". Clockwise and counterclockwise also work and serve as a great visualization for a character standing in the chamber!

Thanks for checking the game out! I hope this helps!


The latter is correct - it is the higher of the rolled d6 and the characters HP. If your character has 6 HP the "monster" must roll a 6 for a successful hit - subtract one from your characters HP.

In some cases a "monster" or character is given a bonus HP due to the specific type of encounter - these bonuses are described in the last section of some, but not all encounters. For example, rolling a 6 on the d6 GHOULISHNESS table gives the GHOUL +2 HP. If that same GHOUL has 6HP, instead of adding the two for 8HP, that GHOUL now rolls to attack twice (or gets two consecutive attack turns). Hopefully this makes the "monster" more powerful but still possible to "kill".

I hope this helps! Please let me know if you have questions!



Hello and thank you!

I think it's a great idea to add the "burn one unit of light" step. As for the Traveler, "only moving to a connected chamber (but avoiding CATACOMB CONFUSION)" is the correct interpretation. I'll have to think of a better solution for that, maybe they can do it 3x per game, I'm open to suggestions! 

I'm about 75% done with the next version LOST in the FOREST and feedback like this is very helpful, thank you for checking out the game and sharing your thoughts!

Hello! It’s still in the works - it’s turning out to be much more expansive than the original idea and taking me a while to piece together. Also look for a ‘Mapping the Catacombs’ update!


Thank you for the kind words!

Thank you! Can’t wait to see what you produce, make sure to send it my way! 

Absolutely, the first version of this pamphlet was heavily bent toward GM Rulings, and one thing I didn’t do well in this update was to clarify to Order of Play, and the “i” etc. I’m trying to build up the nerve to do a play through video. Please let me know what works better for you so I can update again ha. 

What I’m hoping is that the Catacomb Confusion roll forces an unpredictable and difficult map layout which usually leads to death or at least a very difficult time escaping.

Order of Play

  • Draw Circle
  • Roll for Contents & Resolve
  • Roll for Chamber Connections
  • Choose a path & mark
  • Roll Catacomb Confusion & follow that path instead