TEXT: Join us now for a game of horror and wonder for three 
  to seven players to enjoy over the course of a few evening 
  hours. One among you shall be the Host, taking on 
  the role of Duke Vulku and the greater world. The rest 
  shall take on the roles of Duke Vulku’s most trusted 
  and enthralled companions.
  Most of this text is addressed to the Host. That which 
  is for the eyes of the companions will be apparent. If 
  it pleases you, read the following aloud to all players.
  “Surrounded by frost-locked mountains and on 
  the shores of a preternaturally warm and salty 
  bay stagnates the immortal city of Telluun. Hoary 
  alchemies from civilizations long dust sustain the 
  seventeen sages whose insatiable appetites for 
  knowledge and categorization must be fed just as 
  the winter and the sea in turn must take their toll. 
  For two score years their hand and shield has been 
  the dour Duke Vulku and his army of skalds and 
  half-scholars. The sages ask and Vulku seeks the 
  answer through fire and blood. 
  “You have long since freely given yourselves over to 
  the Duke’s sorcerous sway. His needs are your needs. 
  His safety is your every thought. His command is 
  as your own desire. You are precious to him and he 
  is more so to you.”
  Have the other players choose among themselves who 
  will play which companion based on their epithets 
  alone: the Faithless, the Indebted, the Loathed, the 
  Meticulous, the Subtle, and the Vainglorious. Discard 
  the unclaimed companions.
  You will also need a Spire to place upon your table. 
  Any tumbling block game will work, but for the sake 
  of brevity these rules assume you are using the Jenga 
  brand. The Spire must tower 18 stories high with three 
  blocks to a story.
  The Seekers of Answers
  This, too, may be read aloud to all.
  “The Seventeen Sages have consulted the sky and 
  entrails: the tome-tomb of antiquity hypothesized 
  by the late Countess of Ond exists. Its origins 
  predate those of humankind. Unearthing its secrets 
  has become their sole preoccupations. Duke Vulku 
  and his loyal companions have been sent forth 
  into the demon-haunted lands to find this trove of 
  primordial knowledge.”
  The game begins with questions. Each player should 
  take some time answering the questions addressed to 
  them in private. Once all have done so, the companion 
  players should share their answers—but the Host’s 
  The Dread Geas of Duke Vulku
  A game of fantastic horror by Epidiah Ravachol
  Illustrated by Vlada Monakhova
  
  The Dread Geas of Duke Vulku — 23
  
  24
  •	 What does Duke Vulku know about that tome-
  tomb that he has yet to let on about?
  •	 Who among the companions will the Duke Vulku 
  preserve at all costs and why? 
  •	 Ask the others: Which among you plots even now to 
  usurp Duke Vulku and why are you uncertain of 
  your secrecy?
  answers should remain a secret for the time being. 
  New questions may arise; ask and answer them as you 
  see fit. Then take turns asking the other companions 
  to answer the final questions.
  The Host
  Duke Vulku wears a heavy cape and an ornate bronze 
  helmet, the back of which is shaped like a grotesque 
  face with bejeweled eyes, a design meant to trick the 
  spirits that hunt him into thinking he is traveling the 
  other way.
  •	 Who among the companions does Duke Vulku 
  consider expendable and why?
  •	 What have the sages promised Duke Vulku that 
  compels him to seek out the answers they long for?
  – Advertisement –
  
  The Dread Geas of Duke Vulku — 25
  The Indebted
  •	 Despite the rumors, you have never actually died, 
  but when did you come the closest?
  •	 You have two separate families who have moved on 
  after one or another of your funerals. Why have 
  you never tried to contact them?
  •	 What grave goods have you dug up from each of 
  your false graves to keep with you? 
  •	 How has your appearance changed over the years?
  •	 Ask the others: Which among you slept with my 
  spouse when last I was thought dead?
  The Indebted Cache
  When the consequences of abandoning a pull would 
  leave you injured or ensnared, you may place a block 
  from your cache atop the Spire to be left for dead 
  instead.
  You may add any block you pull to remain untouched, 
  unharmed, or unscathed to your cache.
  The Faithless
  •	 Though Duke Vulku disapproves of your heresy, 
  why has he never commanded that you worship the 
  gods?
  •	 What is the one thing that you trust in this world 
  of shifting wonders and horrors?
  •	 Whenever you return to Telluun, with whom do 
  you find comfort?
  •	 What do you wear in public when you wish to hide 
  the brand of your faithlessness?
  •	 Ask the others: Which among you prays to moldy 
  gods for my soul and why?
  The Faithless Cache
  Whenever you are offered a pull to ask a question, 
  you may place a block from your cache atop the Spire 
  instead of pulling.
  If you wish to place someone else in harm’s way, you 
  may do so with but a pull. The Host may tempt you 
  with a pull to do so unsuspected. You may add all pulls 
  made for this cause to your cache.
  
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  The Meticulous
  •	 Who awaits your safe return to Telluun?
  •	 What did Duke Vulku promise you years ago when 
  you first submitted yourself to his geas?
  •	 What happened the last time your sword betrayed 
  your command?
  •	 How do you maintain your appearance?
  •	 Ask the others: Which among you do I see as a 
  wastrel and unworthy?
  The Meticulous Cache
  When the Host tempts you with a pull to avoid 
  wasteful action, you may place a block from your cache 
  atop the Spire in lieu of pulling.
  When a wound festers or an injury threatens a life, you 
  may pull to properly see to it. The Host may tempt you 
  with additional pulls to save limbs or reduce fevers. 
  You may add any blocks you pull in this manner to 
  your cache.
  The Loathed
  •	 Which of the seventeen sages is secretly sponsoring 
  you and to what end?
  •	 Who are the three entities who lay claim to your 
  eternal soul?
  •	 What oath have you sworn that now puts you at 
  odds with Duke Vulku’s geas?
  •	 How are your unwholesome studies made obvious 
  through your appearance?
  •	 Ask the others: Which among you has been studying 
  my books while I slumber?
  The Loathed Cache
  When you pull to remain undisturbed by the horrific 
  or preternatural, you may place blocks from your cache 
  atop the Spire in lieu of pulling.
  When you call upon an imp, a devil, or the dead to aid 
  you, pull a block and ask the Host what price must be 
  paid. You will pay the price, but if you wish, you may 
  add this block you pulled to initiate the deal to your 
  cache.
  
  The Dread Geas of Duke Vulku — 27
  The Vainglorious
  •	 What is the one thing you love more than yourself 
  and what vile act have you committed to preserve 
  it?
  •	 Who is the only person to never fall sway to the 
  beauty of your voice?
  •	 What ward has protected you six times before and 
  why do you fear it may not work a seventh?
  •	 How do you make an entrance?
  •	 Ask the others: Which among you do I fear is equal 
  to my beauty or grace?
  The Vainglorious Cache
  When the Host tempts you with a pull to add grace 
  or beauty to your actions, you may place a block from 
  your cache atop the Spire in lieu of pulling.
  When you wish to slight or humiliate someone in the 
  eyes of Duke Vulku, you have only to make a pull. You 
  may add any blocks pulled for this cause to your cache. 
  The Subtle
  •	 How is it that you are still able to engage in thievery 
  after having both your hands forcibly amputated 
  years ago?
  •	 What is the loophole in Duke Vulku’s geas over 
  you that you are aware of but afraid to use?
  •	 Whose arms do you reluctantly return to after 
  every quest?
  •	 How do you blend in?
  •	 Ask the others: Which among you has been secretly 
  tallying my thefts?
  The Subtle Cache
  When the Host tempts you with a pull to go unnoticed 
  or unremarked, you may place a block from your cache 
  atop the Spire in lieu of pulling.
  When you see something that you covet, you may pull 
  to make it yours even as someone is about to use it. 
  You may add any blocks pulled for this cause to your 
  cache.
  
  28
  The Crumbling Spires 
  of Sagacity
  Assemble your Spire according to the rules that 
  came with your specific brand. Once assembled, the 
  companions should each pull a set number of blocks 
  based on the number of companions in the game. 
  Have each companion tuck the blocks they pulled into 
  their own personal cache for use later.
  •	 If there is a single companion, they must pull 6 
  blocks.
  •	 If there are two companions, they must pull 3 
  blocks each.
  •	 If there are more than two companions, they must 
  pull 2 blocks each.
  For this initial pull, the Spire is not live and the only 
  consequence to be suffered should it tumble is the time 
  it takes to build it back up and start anew. After these 
  pulls, the Spire becomes live evermore.
  The Spire of Life & Death
  Throughout the game the companions will be asked to 
  pull from the Spire many times. The Host never pulls 
  from the Spire. Each pull must follow these rules.
  •	 To make a pull, choose a block from any layer 
  beneath the topmost complete layer, remove that 
  block and then place it atop the Spire.
  •	 As you place blocks in the topmost layer, they 
  must be placed perpendicular to the layer directly 
  beneath and you must complete the topmost layer 
  before starting a new one.
  •	 You may never touch a block with more than one 
  hand at a time.
  •	 You may feel about and explore the Spire before 
  pulling a block.
  •	 You may change which block you intend to pull at 
  any time.
  •	 You may abandon a pull at any time.
  When a pull is abandoned, the Host will tell the 
  companions the consequences they suffer. But know 
  – Advertisement –
  
  The Dread Geas of Duke Vulku — 29
  this: whatever the consequences of abandoning a pull, 
  they cannot remove a companion from the game. 
  Cowardice is its own reward.
  Should the Spire fall, for whatever reason, the player 
  responsible is removed from the game and their 
  companion suffers their ultimate doom. In most cases, 
  it is the Host’s duty to relate how and why this ill-fate 
  befell them. Rebuild the Spire as before, but all players, 
  even those of companions who have died, retain their 
  caches. Then the players of the surviving companions 
  pull the number of blocks dictated by how many of 
  them remain, adding these new blocks to their existing 
  cache. All are imperiled by this. The Spire is live and 
  should it fall again during the rebuilding process, 
  another player and companion will suffer their doom 
  according to the whim of the Host.
  Players of companions who have died should consult 
  the After All section.
  Sacrifice
  Foolhardy companions may turn to face their fate 
  head-on and deliberately knock over the Spire. If they 
  do so in an obvious way so that there is no confusion 
  about their intent, it is their privilege, not the Host’s, 
  to relate to us how they gloriously gave their own lives. 
  Then the sacrificial player may ask the Host one or 
  more of the following questions.
  •	 How will this preserve my companions?
  •	 How will this spite Duke Vulku?
  •	 How will this be remembered?
  And then ask of their fellow companions, “Which 
  among you will sing of this?”
  Approaching the Spire
  When it comes time to face the Spire, players should 
  tally all the pulls before them. There may be pulls they 
  volunteer for, pulls requested by the Host, and pulls 
  the Host has tempted them with.
  The players may decide what a pull is for after the 
  pull is made. However, if the abandoning of one pull 
  would render another pull impossible, that pull must 
  be made first. You must, for example, pull to overcome 
  your revulsion before pulling to impress the Fleshless 
  Queen with your manners. But if you attempt to 
  secret away a knife from her banquet table, you may 
  choose to attribute that to a pull you made before or 
  after either of the other two.
  Players make the pulls they wish to make and abandon 
  the ones they do not. The Host will note the abandoned 
  pulls and tailor their consequences appropriately as 
  described in the Being a Gracious and Graceful Host 
  section.
  Being a True & Loyal Companion
  Duke Vulku is loved by all the companions and his 
  geas is rooted deep within their consciousness. It is 
  sinister and disgraceful to go against his will. When 
  a companion seeks to do so, their player must make 
  all disobedient pulls with their off-hand, should they 
  have one. Additionally, for each transgression, they 
  must also first pull or become overwhelmed by shame 
  and befuddlement.
  If Duke Vulku calls upon a companion and they 
  disobey through inaction, they must make a pull with 
  their off-hand or plummet into a torpor of remorse. 
  Each time Duke Vulku calls upon them in this 
  manner, they must pull again. After the third call, all 
  that they do will be considered disloyal until Duke 
  Vulku forgives them.
  Should Duke Vulku perish, the companions’ 
  consciousness will escort his soul to the realm beyond 
  for seven nights as their mindless bodies wander the 
  mortal world. Upon their return, they will be lost and 
  weak from hunger and thirst.
  Experience Belongs to the Bold & Fortunate
  When the Spire collapses, a companion is lost, but 
  one will learn from the experience. Note which of 
  
  30
  block to the top of the Spire. If the Host denies you 
  again, make a second pull and once more ask before 
  adding either of the blocks to the top of the Spire. If 
  the Host denies you a third time, you may not control 
  the consequences of your actions, but you may add 
  these blocks to your cache. If you abandon before 
  finishing the second pull or if the Host acquiesces to 
  your desires, place these blocks atop the Spire before 
  continuing.
  Keeping Your Wits
  Whenever you wish to know more about something 
  that has you in peril or presented you with opportunity, 
  the Host must answer one of the following truthfully 
  for every pull you make.
  •	 What is most dangerous about this?
  •	 Where am I most safe?
  •	 What is most valuable about this?
  •	 Who can I make vulnerable?
  •	 What would be hidden from me were I not so 
  attentive?
  If you do not pull, the Host may demonstrate the 
  answer to one of these questions for you.
  Leading to Safety
  When you wish to remove your companions from 
  danger, make a pull for each of the following you wish 
  to occur.
  •	 None of the other companions are harmed.
  •	 Duke Vulku is unharmed.
  •	 You are unharmed.
  •	 Your way is not impeded.
  The Host may tempt you with additional pulls to 
  escape with grace, unnoticed, or without waste.
  the surviving companions pulled from the Spire 
  most recently before the fall. They will receive a boon 
  from this tragedy should they survive the rebuilding 
  of the Spire. They may now choose one of the lost or 
  unchosen companions and add those abilities to feed 
  and use a cache to their own.
  Explorations 
  & Investigations
  Under a live Spire, you explore the world. The 
  Host describes the world and the people in it. The 
  companion players ask questions about what their 
  companions experience and describe what their 
  companions do. As this conversation unfolds, you will 
  find yourself at certain crossroads. You may attempt 
  to do something the Host does not think you can do 
  without endangering yourself. The Host may present 
  you with a chance to do something more skillfully or 
  with more aplomb. You may fight amongst yourselves. 
  Or you may be presented with something beyond the 
  ken of even Duke Vulku’s companions. When this 
  happens, any player at the table may demand that one 
  of the following companion moves may be used.
  Rote Work
  When you wish to do something you are well-versed 
  in, you need not pull to do so, but the Host may tempt 
  you with pulls to do it with grace, unharmed, without 
  waste, or unnoticed.
  Taking from the World
  When you are denied something, tell the Host how 
  you plan to seize it. The Host may request a pull to do 
  so and may tempt you with additional pulls do so with 
  grace, unharmed, without waste, or unnoticed.
  Imposing Your Will
  When the Host describes unintended consequences 
  that result from your actions, speak out. Tell the Host 
  of the outcome you desire. If the Host denies you that 
  outcome, make a pull and ask again before adding the 
  
  The Dread Geas of Duke Vulku — 31
  Working in Accord
  When companions set their wills towards the same 
  goal, ask the Host which pulls before you may be 
  divvied up freely among the cooperating companions. 
  Then ask the Host if Duke Vulku approves of this 
  cooperation.
  Delivering Death Upon the Wanting
  When you apply your skills to toils of gore and 
  mortality, commit yourself to violence and then ask 
  the Host if what you do is just. If it is just, make a 
  single pull to do one of the following actions.
  •	 You slay many.
  •	 You need only slay a few.
  •	 You wound or injure a beast of preternatural might 
  or sorcerous protections.
  •	 You slay a beast of preternatural might or sorcerous 
  protections that has been made vulnerable, as 
  determined by the Host.
  The Host may tempt you with additional pulls do so 
  with grace, unharmed, without waste, or unnoticed.
  If your violence is unjust, you may perform one of the 
  above actions, but you may not pull blocks nor may 
  you use blocks from your cache. Instead, you may 
  only push blocks from the Spire and let them fall as 
  they may. Leave them where they land. Do not place 
  them atop the Spire and do not add them to your 
  cache. They must lay there, screaming on the edge of 
  consciousness, eagerly awaiting the death of one of the 
  companions before they can be returned to the Spire.
  Struggling Among the Companions
  When you physically struggle with one or more of 
  the companions, all companions involved should 
  declare their intentions. These intentions may be 
  anything physically obtainable were it not for the other 
  companions’ efforts, but they may not be anything that 
  harms another companion in such a way that it would 
  Feats Unheard Of
  When you wish to do something no one has ever done, 
  pull. For every pull you make, you may choose one of 
  the following outcomes. 
  •	 It is possible.
  •	 You are unharmed by the attempt.
  •	 You do not imperil others in the attempt.
  The Host may tempt you with any of the following.
  •	 Pull a block to be lucky enough to accomplish this 
  once and only once.
  •	 Pull a block to learn what is needed to accomplish 
  the task. Add this block to your cache.
  Witnessing the Unknown
  When you stare into the uncanny depths of the 
  unknown and find within it awe and horror, pull once 
  to choose from the following reactions, or pull a second 
  time to ignore the list and react as you wish. Elsewise, 
  the Host will choose for you.
  •	 Blindly flee for safety should it be found.
  •	 Unhinge your consciousness from your senses and 
  fall backwards into the comforts of darkness.
  •	 Bury your fear in a blood-pounding rage and lash 
  out at ally and peril alike.
  •	 Whisper regretful prayers to any unwholesome 
  entity with a desire to hear them.
  Overcoming Afflictions
  When you must endure the pain of recent wounds or 
  labor through illness, the Host may require a pull to 
  deal with your suffering before you can see to the task 
  ahead of you. If you wish, you may place a block from 
  your cache atop the Spire in lieu of making this pull.
  
  32
  •	 With the geas lifted from your will, what sin have 
  you committed in the service of Duke Vulku that 
  now troubles your soul?
  •	 As the veil is pulled from the unnatural world, what 
  blasphemous secret is divulged to you?
  •	 Now that the vitality has been stolen from your 
  corporeal husk, what vanities do you still cling to, 
  unseen and unheard in the shadow realms?
  •	 As the comfort and warmth is cast from your home 
  and hearth, what calls you back to Telluun even 
  now that your task is finished?
  •	 With the pain and weariness finally eased from 
  your numb thews, what new tortures do you see 
  before you in your eternal destiny?
  When the player has answered the questions, they may 
  return to the table. Unless called upon by necromancy, 
  their companion may no longer communicate or 
  interfere with the living, except in the fashion outlined 
  below.
  effectively remove them from the game. Allow that 
  companion’s player to be the judge of that.
  Starting with the initiator, each companion player 
  involved takes turns pulling a single block from the 
  Spire. Any player may place a block from their cache 
  atop the Spire in lieu of pulling during a struggle.
  When you abandon a pull, you may no longer attempt 
  to pull during this struggle. After all but one of the 
  companion players has abandon pulls, the remaining 
  player’s companion achieves their intent.
  As is his privilege, Duke Vulku may disapprove of one 
  or more of the companions’ involvement, even if Duke 
  Vulku is not present during the actual struggle. Any 
  companions suffering from such disapproval must 
  make all their pulls with their off-hand and may not 
  use blocks from their cache.
  After All
  When companions die, their players hold what is left 
  of their cache and temporarily remove themselves 
  from the game table to answer any two or three of the 
  following questions in secret.
  – Advertisement –
  
  The Dread Geas of Duke Vulku — 33
  Duke Vulku and his companions wend their course, 
  they will encounter many of these spectacles, but not 
  all.
  As the entourage first sets out, begin by describing 
  the gates of Telluun and the city itself, with specific 
  regard for its decaying opulence. Tell the players their 
  heading and the most prominent landmarks that lie in 
  that direction.
  During the journey, rely upon the following Host 
  moves. They will keep you true. 
  Be Generous
  When a pull is abandoned and the text offers no specific 
  options, consider what the pull was for and then craft 
  your own consequences for the companion’s failure, 
  which may include harming them, ensnaring them, 
  imperilling them or others, separating the entourage, 
  wasting precious resources, or disappointing Duke 
  Vulku. You may not kill the companion, for this is 
  solely the at the whim of the Spire.
  Be Mindful
  When it is a companion’s turn to pull, remember the 
  following protocols.
  •	 Remind the companion of their injuries, illnesses, 
  and suffering.
  •	 Do not tempt a companion with grace, safety, 
  thriftiness, or stealth unless you are prepared to 
  exploit their negligence.
  Be Courteous
  When a companion is in peril of being harmed or 
  killed, ask the player to pull to remain whole. You 
  may tempt them with additional pulls to remain 
  untouched, to flee to safety, and to protect their allies.
  If they make no pulls, you may tear the companion 
  asunder, incapacitate them, capture them, and imperil 
  the others; as long as none of these fates removes the 
  companion from the game.
  The Inscrutable Goals of the Dead
  When the spirit of a departed companion disapproves 
  of a living companion’s actions, attitude, or existence, 
  they may imperil them with ill fortune. As you tally up 
  the pulls a player must make, each dead companion’s 
  player may hand one of their cached blocks to the 
  player making the pull and declare which of the pulls 
  before them is imperiled. It must be a pull they have 
  already offered to make or one the Host has already 
  tempted them with. Instead of pulling a block from 
  the Spire or placing a block from their own cache, 
  the player making the pull must instead place the 
  dead companion’s block back in the Spire. They may 
  put it anywhere in the Spire beneath the topmost 
  complete level and must otherwise follow all the other 
  instructions the pull would normally have. In the 
  special case of unjust violence, the dead companion’s 
  block must be used to push out and replace the block 
  that is to lay where it lands. To abandon the pull, hand 
  the block back to the dead.
  The spirits of the departed companions may only do 
  this for as long as they have cached blocks.
  Being a Gracious 
  & Graceful Host
  To prepare for the expedition, you must consult the 
  disciple of the cartographer and plot your course to the 
  tome-tomb. Before the game, as the Host, you should 
  commit to paper an account of the areas of interest and 
  the surrounding environs. You may create your own 
  map, or use one already made. It should travel overland 
  and feature at least three different environments.
  Place upon opposite sides of the map the immortal city 
  of Telluun and the tome-tomb. Draw a lie as the raven 
  flies from Telluun to the tomb. This path is not possible 
  without sorcery. But the entourage may return to it 
  many times to keep their course true. Scatter along 
  this path spectacles of awe and horror, drawn from 
  your own imagination, or from the Miscellanies found 
  in this or other issues of Worlds Without Master. As 
  
  34
  Be Gregarious
  When companions speak to anyone besides themselves 
  or Duke Vulku, decide which of the following applies 
  to the one to whom they are speaking.
  •	 They will tell the companions whatever they wish 
  to hear.
  •	 They will hide their true desires from the 
  companions.
  •	 They will respond to inquiry with hostility and 
  silence.
  For every pull the companions make, choose one of the 
  above that they obviate.
  Be Helpful
  When the task before the companions is too great 
  for a single companion to can handle alone, allow 
  two of them to work together by pulling together. 
  Both players must be touching the block being pulled 
  at the same time while it is being removed from the 
  Spire, retrieved from a cache, or placed atop the Spire. 
  Their companions share all glories and dooms that 
  accompany the pull.
  The Geas End
  You may end the game under any of the following 
  circumstances.
  •	 All of the companions have perished.
  •	 Duke Vulku has perished and none care to complete 
  the task at hand.
  •	 The Host has revealed all the answers to Duke 
  Vulku’s questions.
  •	 The tomb-tome is unearthed.
  •	 The story has reached a note unsettling, 
  discordant, or satisfying enough 
  upon which to end.
  Be Revelatory
  When things get slow, ask the players to pull to drink 
  in the world in through their senses and mark what 
  is wrong or dangerous. Give the first to make a pull a 
  single, sensual clue to the danger that awaits them. For 
  each additional pull the companions make, you choose 
  one of the following pieces of information.
  •	 Tell them how they are vulnerable.
  •	 Tell them what they should be wary of.
  •	 Tell them where they may be safest or if there is no 
  safe refuge.
  If none of them pull, you may take them by surprise.
  Be Judicious
  When a companion appears proud or confident, have 
  Duke Vulku praise an unworthy companion and 
  remain indifferent to all others.
  Be Sympathetic & Forgiving
  When companions openly plot against Duke Vulku, 
  have him steer them into danger.
  When the whim seizes you, have Duke Vulku forgive 
  a companion.
  Be Forthcoming
  When the world and the companions are quiet, you 
  may reveal one of the answers to your Host questions, 
  either through the actions or voice of Duke Vulku, or 
  through other means. After your revelation, offer any 
  present companions the chance to pull. If they refuse, 
  the revelation hangs in the air unremarked upon. For 
  every pull a companion makes, you choose one piece of 
  information from the following list.
  •	 Tell them how it endangers them.
  •	 Tell them how they may profit from it.
  •	 Tell them who they can safely tell about this.
  
SOURCE: textdata/thevault/The Dread Geas of Duke Vulku (PbtA)/The Dread Geas of Duke Vulku.pdf