TEXT:  
   
   
   
   
   
  Ragnarok-A-Bye Baby 
   
   
   
   
   
  An adventure for 4-6 'Busters 
  Gamicon Omega 2014
  
  INITIAL SET-UP: 
   
  If you are playing this adventure with the 
  original Ghostbusters from the RPG box set or 
  ‘Busters you’ve generated for your home games, 
  go nuts and skip over this boring, meandering 
  text and straight to the jiffy-keen adventure 
  awaiting. 
   
  If you don’t have pre-made characters or if 
  you’re planning this at a convention, you’re in 
  luck! A bunch of pre-generated ‘Busters await 
  you at the back of this manuscript! Print them 
  out, cut them out, and pass them out. Each of the 
  pre-gens also has a bit of descriptive text (“You 
  remind people of…”). This is to help those 
  players who really don’t have a good idea for a 
  character to visualize a personality for their 
  ‘Buster. They are free to come up with their own 
  personality if they wish. The pregens don’t have 
  names or franchises listed either so players can 
  use their own names or come up with something 
  clever like “Skippy Gildersneeze” or whatever. 
   
  If you’re running this at a convention in a short 
  timeslot, each player starts with 10 Brownie 
  Points rather than the customary 20. (With 20 
  BP, I’ve found the players are spending them left 
  and right, and nothing is a challenge in a 4-hour 
  timeframe. Giving them 10 makes them consider 
  whether they should spend them early or hoard 
  them until The Big Finish.) Keep in mind that, if 
  they run out of BPs, they can subtract a point 
  from any ability (with the matching missing point 
  from the skill) and receive 10 extra BP. 
   
  Finally, none of the pregens have equipment. 
  You can either dole out the equipment cards 
  found in the original boxed set, or you can give 
  the players the following: 
   
  First up, everyone gets a proton pack and one 
  ghost trap (it’s assumed they’re gonna be blasting 
  and trapping a lot).
   
   
  And GB Corporate has allotted the following 
  additional equipment: 2 PKE meters, 2 sets of 
  ecto-goggles, and 2 portable eReader tablets 
  with the full contents of Tobin’s Spirit Guide, 
  Spate’s Catalog of Nameless Horrors, and The 
  Big Book of Things That Go Bump in the Night – 
  5th edition. Let the players figure out who can 
  use what and who gets what. Anything else they 
  want, ie, flashlights, smartphones, alpine 
  climbing gear, etc. is expected to be in their 
  vehicle for easy access. (Unless it’s outrageous 
  or esoteric, just assume they have any 
  commonly found gear at hand.) 
   
  Once you have them outfitted, it’s time to play. 
  Keep in mind that this adventure takes place in 
  Iowa City (tailored for the convention it was 
  initially run at). You can place this adventure 
  anyplace you’d like, but you will need a bigger-
  ish body of water for the opening scene (and the 
  ending scene!), so a river, lake, pond, or 
  reservoir would work just as nicely. 
   
  One additional note: Until the players get to the 
  Wee Tots Nursery School, be sure to “bang the 
  gong” with an ear-shattering, earth-shaking 
  THOOM-THOOM-THOOM whenever the 
  action slows a bit. For each “THOOM”, roll the 
  Ghost die. If a Ghost pops up, be sure to have a 
  building collapse, the earth crack open, lightning 
  strike close by, a new Norse creature turn up to 
  raise Hell, etc. After all, the world is ending with 
  each THOOM, so give them a disaster movie to 
  race through as they try to save the Earth! 
   
  OK, enough blather: Let’s get bustin’! 
   
   
  
  SCENE 1: 
  “HELLO SAILOR” 
   
  *** You are members of a small 
  Ghostbusters franchise based in Iowa City. 
  Unlike those franchises based in New York 
  and New Orleans, most of the action here has 
  been minimal. Nothing more than Class 1 
  spooks and spirits, “ZAP ZAP, into the 
  trap”-type work. (You think that maybe if 
  the town changed its name to NEW Iowa 
  City, the action would pick up...) On this 
  balmy July morning, you’re engaged in a 
  lively debate on “Samantha versus Jeannie: 
  Who Would Win In A Sorcerers’ Duel?” (get 
  their opinons) At 9 a.m. sharp, the ground 
  shakes violently as an echoing THOOM 
  THOOM THOOM thunders through the air. 
  As you pick yourselves off the ground, gather 
  your wits, and lunge for your PKE meters to 
  determine what the heck that was, the phone 
  begins to ring. The one nearest to the phone 
  races over to take the call.*** 
   
  Start making phone-ringing noises as you stare 
  at the person closest to the GM. Once they get a 
  clue and pick up the phone, they hear: 
   
  *** “Ghostbusters? My name is Steven 
  Fields and I live over here on W. Benton 
  Street, near the Benton Street Bridge. 
  Uh…I think I see dead guys – zombies, you 
  know? – coming out of the river, crawling 
  up onto the banks! I know they ain’t ghosts, 
  but you gotta come quick!” *** 
   
  Allow the ‘Busters to gather their equipment and 
  ask a few questions. If they use their PKE 
  meters to check for readings regarding the 
  THOOMing, they’ll see three massive PKE 
  spikes were registered, but no definite direction 
  or classification. Right now, the important thing 
  is for them to head over to the Benton Street 
  Bridge as quickly as possible. (The Iowa City 
  GB Franchise wasn’t able to afford a hearse for 
  their own Ecto-1. Instead, they have a tricked-
  out psychedelic VW bus they’ve dubbed “Ecto-
  1960.”) Find out who’s driving and head to the 
  scene! 
   
  (If the GM is feeling “frisky”, have a series of 
  three THOOMs erupt during the trip. Have the 
  driver make a MOVES roll of 10 to keep Ecto-
  1960 on the road. If a Ghost pops up, the road 
  cracks in front of the van!) 
   
  When they arrive, mention that the temperature 
  has dropped considerably and everyone can see 
  their breath on the air. The sky is clouding over 
  and snowflakes begin to drift down… 
   
  On the street wandering around are 3 
  waterlogged corpses that must’ve come from 
  the river. Each of them is dressed in furs and 
  leather, wearing horned helmets. They are 
  armed with swords, clubs, and shields. And 
  they all angrily shout in an accent that sound 
  vaguely like the Muppet’s Swedish Chef. 
  (“Yeer sholden flurgen farfennoogen!”) PKE 
  readings show them as “Class 2 Free-Roaming 
  Animated Undead”. A BRAINS roll of 15 will 
  identify the language as ancient Norse. The 
  word “RAGNAROK” is specifically heard if 
  the BRAINS roll is made. If a BRAINS roll of 
  20 is made, the listener can vaguely translate 
  some words to get an idea that they’re shouting, 
  “The end of the world is nigh!” “Prepare for the 
  end!”  etc. 
   
  Enough yammering. The players are probably 
  ready to start shooting. Which is fine, cause the 
  ancient Viking zombies are ready to fight, as 
  they charge. (They’re pretty slow, so a MOVES 
  of 10 will hit ‘em.) After the first round, three 
  more of these zombies crawl from the river to 
  join in the fight, so there are 6 of them total. 
  The zombies “melt” into watery slag when 
  defeated, so no ghost traps are needed. 
   
  DRAUGR (6 of them total) 
  Undead Viking Sailors 
  Special Ability: None 
  Power: None Ectopresence: 2 
  Draugr 1 – ( ) ( )  
  Draugr 2 – ( ) ( )  
  Draugr 3 – ( ) ( ) 
  Draugr 4 – ( ) ( ) 
  Draugr 5 – ( ) ( ) 
  Draugr 5 – ( ) ( ) 
   
   
  
   
  While fighting the zombies, have 3 THOOMs 
  explode through the air (MOVES roll of 5 to 
  stay on their feet). As the echoing subsides, 
  have them make a COOL roll on 10 to notice a 
  new creature has crawled out from under the 
  bridge and crossed to stand on the bank of the 
  river. It appears to be a large troll-like creature, 
  with a huge nose, and it hums happily to 
  himself as he begins urinating into the river. 
  (This could get awkward.) PKE reading show 
  this to be a “Class 3 Focused Corporeal 
  Defiler.” The water turns black and oily where 
  the creature relieves itself. Any place the urine 
  hits burns and sizzles, cutting through the 
  material like acid. It will ignore the 
  Ghostbusters until they decide to fight it, at 
  which point it calmly zips up, wipes its hands 
  on its leather trousers, then turns to attack. 
   
  BRUNNMIGI 
  “The Well-pisser” Yes, seriously. 
  Special Ability: Troll Punch 
  Power: 3 Ectopresence: 3 
  Brunnmigi – ( ) ( ) ( ) 
   
  When defeated, the creature dashes off under 
  the bridge where it promptly disappears. 
   
  The bizarre-for-August snowstorm begins 
  whipping up as the temperature drops to below 
  freezing. Ice forms on surfaces and darkness 
  falls as the sun is hidden from view. Screams of 
  the undead and damned can be heard in the 
  distance, and a squadron of Viking Valkyries 
  fly overhead on winged horses as a Germanic 
  opera plays. 
   
  It’s the end of the world as we know it. (And do 
  you feel fine?) 
  
  SCENE 2: 
  LOOKING UP STUFF AND DOING 
  RESEARCH 
   
  The weather is starting to turn into a full-fledged 
  blizzard at this point. No one is on the streets as 
  Iowa City has hunkered down until the storm 
  passes. If the Ghostbusters want to return back to 
  their HQ, it’s gonna take quite a bit of time to 
  get back. Their best bet is to huddle down in 
  Ecto-1960, or perhaps impose upon Mr. Fields 
  and use his house as a temporary base. 
   
  While they warm up and consider their next 
  move, the players will probably want to do some 
  spot-research on what they’ve encountered. 
  Successful BRAINS rolls on 10 is needed to find 
  the pertinent information on the following items: 
   
  WATERY VIKING ZOMBIES – Tobin’s 
  Spirit Guide discusses DRAUGR, which are 
  the Norse sailors who died at sea. These “lost 
  souls” reappear out of large bodies of water – 
  usually oceans and seas, but rivers and lakes 
  are not uncommon. They are still warriors at 
  heart, and appear in places where great battles 
  are forthcoming – attracked to the impending 
  violence. 
   
  PEEING MONSTER – The BRUNNMIGI is 
  a troll from Norse folklore that defiles fresh 
  water sources with its caustic urine. It is 
  charmingly referred to as The Well-pisser.  
   
  WEIRD WEATHER PATTERNS – 
  Supernatural crises often cause a wild change in 
  weather patterns. Tornadoes, weird rains, and 
  unusual seasonal weather was often viewed as a 
  portent of doom by superstitious folk. 
   
  RAGNAROK – Ragnarok is the Nordic legend 
  of Armageddon or “The End of The World.” 
  When triggered by one of the Norse gods, 
  legendary creatures and monsters will be 
  summoned to bear witness to the end times. The 
  Norse gods will then challenge the forces of evil 
  to a final fight to determine the fate of the 
  mankind, with one of the Nordic pantheon 
  representing “good” and one of the vile 
  creatures of legend representing “evil.” The 
  winner decides the fate of humanity. 
   
  Suddenly, another series of three THOOMS 
  break out. If someone gets their PKE 
  meter/Ecto goggles out and hurriedly calibrates 
  them (BRAINS 15), they’ll be attuned to the 
  seismic psychic vibrations, and they can follow 
  the trail to the source of the disturbance. 
   
  When the Ghostbusters look out again, they can 
  see that a full-fledged stowstorm is underway 
  with winds howling and lightning flashing 
  overhead. Spirits of restless Nordic warriors flit 
  about and maniacal laughter of trolls, goblins, 
  and other imps can be heard from the shadows. 
   
  When they finally decide to head out (or if they 
  need some nudgin’, a Frost Giant comes 
  lumbering along to smash the tiny Ghostbusters. 
  If they want to try to attack, let them, but this 
  guy is crazy-big, so Proton Streams are going to 
  be ineffective. 
   
  FROST GIANT 
  Blue-skinned giant guy 
  Special Ability: Blast of Cold 
  Power: 5 Ectopresence: Tons 
  Frost Giant  – (INFINITY) 
   
  Once the ‘Busters realize this guy isn’t gonna 
  fall, they should determine that the best way to 
  stop this is at the source. Those THOOMs seem 
  to be summoning the supernatural creatures as 
  well as signaling the beginning of the end. So 
  the race is on to get to the place. With PKE 
  meters humming and pointing, and an icy snow-
  covered road in the way, the chase is on. Have 
  the Frost Giant and/or a squad of Valkyries 
  chase them on route for extra excitement! 
   
   
  
  SCENE THREE:  
  DAY CARE OF THE DAMNED 
   
  The drive over is going to be chaotic as Frost 
  Giants impede their path by stomping at them, 
  and Draugr slash at the car. (Apparently word is 
  getting around that the players are going to try to 
  stop the impending apocalypse…) 
   
  Hey! Maybe have another set of Draugr try to 
  stop the car if the players look like they could 
  use a bit more blasting! They certainly like to 
  shoot stuff, those little rascals! 
   
  As they get closer to their goal, one of them 
  (BRAINS 10) will realize this is the address of 
  the Wee Tots Day Care (he has a niece that 
  attended here many years ago). However, in its 
  place is a huge traditional Norse longhouse 
  made of wood and timbers with a thatched roof. 
  But this one is the size of a small mall and  
  large enough to enclose any smaller bulldings 
  that were here. You can easily assume that the 
  Wee Tots Day Care is within this structure. The 
  longhouse is completely impervious to damage, 
  and no amount of damage short of a nuclear 
  missile will scratch this supernatural structure. 
   
  At one end of the building is a set of large, 
  imposing wooden doors with a bas relief carving 
  of a Viking warrior cut into it. When the players 
  begin frittering around with opening the doors, 
  the carving opens its eyes and speaks English 
  (with that same Nordic Swedish Chef accent). 
   
  **Hey there! That’ll be quite enough outta 
  you, doncha know! No one is allowed in 
  unless requested by The Challenger, so be 
  gone!** 
   
  Although the carving is brusque, it will be 
  surprisingly forthcoming with answering any 
  questions that it can. (And it will be very 
  confused by the idea of a “Goose-Booster”.) It 
  can tell them the following: 
   
   Its name is “Gusir the Protector.” (“Gus” for 
  short.) 
   When Ragnarok was started by The 
  Challenger, Gus was summoned as a safe 
  haven for The Challenger until they are ready 
  for the final fight between good and evil. 
   
  ** “The Challenger is now resting in 
  preparation for the Final Fight. When they 
  are ready, they will let me know and, at 
  that time, I will open again.”** 
   
  Gus may a supernatural protector, but he is 
  “only” a door, so it should be fairly easy to 
  bluff or con your way past him. (COOL roll of 
  15 or appropriate skill) He will only let in 
  Norse warriors who are here to participate in 
  the coming fight, so convincing him of this is 
  key. Once someone cons the poor confused 
  door, he’ll sigh heavily as he swings open. 
   
  **“Mankind is doomed if this is the best 
  they’ve got,” he mutters.** 
   
  As the Ghostbusters walk inside, they’ll be 
  stunned to see an amazing illusion projected 
  on the inside walls of the longhouse. It shows 
  a typical August day in Iowa City. There is 
  movement, depth, smells, and sounds so the 
  illusion is complete. Inside the longhouse sits 
  the Wee Tots Day Care, none the worse for 
  wear. There seems to be an almost zen-like 
  calm compared to outside. 
   
  When the Ghostbusters approach the door and 
  walk inside, they meet Miss Ellen Cassidy in 
  the front area. The older frumpy lady with the 
  slip showing below her flowered dress and 
  glasses on a neck chain shushes them quickly 
  as they enter, lecturing them in a hushed 
  whisper-voice: 
   
  ***Shhh shhh shhhh! I just put her down 
  for her nap! We don’t want her cranky 
  now, do we? Can I help you 
  gentlemen?”*** 
   
  Go ahead, let the Ghostbusters try to convince 
  Miss Cassidy that the Antichrist is starting 
  The End of the World here in the day care 
  under her watch. See how THAT goes over. 
  (Trying to convince her of this is a level 25 
  COOL roll at best.) 
   
  However, if they ask questions and sniff 
  around they can discover the following: 
  
  Talking to Miss Cassidy: 
   The day care is empty today as all of the 
  other families pulled their kids for summer 
  vacation travel. She only has one child 
  today: Trudy Thomson. 
   Trudy’s been coming here for the past two 
  months. Her father drops her off and picks 
  her up. 
   She just turned two last week. They had a 
  small birthday party for her before the other 
  kids went on vacation. 
   Trudy’s spent most of her day today playing 
  in the playroom while Miss Casidy did 
  paperwork. 
   She knows nothing about what’s going on 
  outside. Everything looks fine from her 
  windows and she will be tough to convince 
  to go outside. (COOL 25) 
   
  If PKE Meters and Ecto Goggles are used: 
  Everything detects as if powerful PKE 
  signatures are everywhere. (They are inside a 
  supernatural protective structure, after all.) 
  However, ecto goggles reveal heavy 
  ectoplasmic residue in the playroom – 
  specifically on a play workbench. There is a 
  pegboard here that kids wack with a hammer, 
  and three of the pegs on the pegboard positively 
  GLOW with supernatural energy. 
   
  When it starts getting boring, have Trudy 
  stumble out from the nap room, clutching a 
  blanket and sleepily rubbing her eyes. She has 
  frizzy red hair and looks to be around two years 
  old. She wears a pair of red corduroy overalls. 
   
  ((You-Saw-This-Coming-A-Mile-Away Spoiler 
  alert: Trudy is the daughter of the Norse god 
  Thor. No, not the Marvel superhero – the REAL 
  Thor.)) 
   
  Her eyes widen in surprise when she sees the 
  Ghostbusters, and she shyly waves “hello.” 
   
  (Although friendly, the Ghostbusters need to 
  treat Trudy with kid gloves as she’s very strong, 
  very powerful, and only two (thousand) years 
  old, so she’s prone to tantrums. Violent, earth-
  shaking tantrums.) 
   
  Trudy can volunteer the following information 
  if asked: 
   She just turned two-thousand years old last 
  week. But the way she says it, she’s “two 
  frozen years”. 
   She hates her nickname “Trudy.” She 
  prefers her given name: “Thrud.” And 
  Miss Cassidy is always mispronouncing 
  her last name; it’s not “Thomson,” it’s 
  “Thorson.” (Anyone who looks it up - 
  BRAINS 5 – will see that Thrud is the 
  name of Thor’s only daughter, and Thor-
  son is the surname of Thor’s children.) 
   
  Trudy then wanders into the playroom and 
  asks one of the ‘Busters if they want to see her 
  birthday present. From the pocket of her 
  overalls, she brings out a little wooden toy 
  hammer, much like the ones used to tap 
  wooden pegs in a pegboard. On the handle is 
  etched “Made by Sindri & Brokkr”. BRAINS 
  10 roll to discover during a quick web search 
  that these are the names of the drawven 
  brothers who forged Thor’s hammer Mjolnir. 
   
  NOTE: Treat this toy Mjolnir much like the 
  real thing. Only Trudy can lift and move it. A 
  MUSCLES 25 roll is required to even lift it. 
  But it’s so heavy it just hangs there (as if it 
  weighed 500 pounds). And Trudy is very 
  strong (treat as MUSCLES 10 if anyone 
  decides they want to try to strong-arm her. 
  When they end up plastered against the wall, 
  they’ll see that’s a bad way to go. Trudy has 
  no idea that the toy hammer has the same 
  magical abilities as the real thing. Her 
  “playing” has been triggering the events of the 
  day, and she has accidentally set forth 
  Ragnarok. And she must finish it…with the 
  player’s help. 
   
  *** “Look at this!” she says and she walks 
  over to the pegboard and pounds the three 
  pegs in succession – tap tap tap…. 
  Outside the longhouse, THOOM THOOM 
  THOOM echoes throughout the world. The 
  supernatural beings grow silent in 
  expectation.  
   
  “The Challenger signals her readiness,” 
  Gus states. The longhouse fades from view 
  and from existence and a new ice age is 
  revealed to everyone in the day care center. 
  
  Miss Cassidy says something that sounds like 
  “glurggle” before she faints dead away. 
   
  “The Opponent draws near,” Gus’ voice can 
  be heard. A hissing sound like a steam 
  locomotive discharging is heard floating in 
  the frigid night air. In the distance, you can 
  see a serpentine form rising up out of the 
  shadows. It rises and rises, towering over the 
  tallest buildings in the city. It appears to be a 
  snake. A giant snake. Even in the darkness, 
  the serpent’s twin eyes gleam like fiery coals. 
   
  From inside the Wee Tots Day Care Center, 
  you and Trudy watch the gargantuan snake 
  as it winds its way through the snow in your 
  direction. 
   
  “Evil has selected its champion,” Gus states. 
  “It is the World Serpent, Jormungandr. 
   
  “And Good has selected Thrud Thorson as 
  its champion.” 
   
  “And them too!” Trudy says pointing in your 
  direction. 
   
  “Er…And the Goose-Boosters,” Gus adds. 
   
  The fight for the fate of humanity has begun. 
   
  
  SCENE 4: 
  FIGHT FOR THE WORLD 
   
  The final battle of Ragnarok – mistakenly 
  started by a two (thousand) year old child – is 
  now underway with the Ghostbusters caught in 
  the crossfire. So how will the Ghostbusters 
  tackle the god-killing serpent known as 
  Jormungandr? That’s a good question. Trudy 
  has no ideas as this was all an accident. She 
  didn’t even know the hammer (“Mjolnir Jr.”) 
  was imbued with magic powers! She’s willing 
  to listen to any ‘Buster’s ideas. Let the 
  Ghostbusters come up with any method they 
  think might work. However, this is the 
  important bit: 
   
  Trudy’s toy hammer is the key. It started the 
  Ragnarok process, summoned the 
  supernatural creatures, and brought forth the 
  World Serpent. It must somehow be 
  incorporated into their plans to work. 
   
  Some ideas: 
   According to legend, Jormungandr 
  fought Thor before and was driven away 
  by lightning. Proton streams are very 
  similar to lightning, so channeling their 
  blasters through the hammer while Trudy 
  holds and aims it will be effective. 
   
   Trudy might drop the hammer and run 
  off to hide. If three or more Ghostbusters 
  are able to make a MUSCLES roll of 20, 
  together they can lift the hammer. Now 
  judged “worthy”, Mjolnir Jr. will unleash 
  bolts of lightning that must be aimed 
  with at least three of the “lifting” 
  Ghostbusters making MOVES roll of 15. 
  Team effort and all that!  
   
   If one of the mad scientist types can 
  hurriedly cobble together some kind of 
  lightning-firing device using the hammer 
  as a “lens” that will work too. But make 
  sure that the other Busters are involved. 
   
   And good old-fashioned blaster firing 
  will hurt Jormunandr, although it will 
  take a LOT of blasting. The Ghostbusters 
  probably won’t survive the direct 
  approach. That’s a shame… 
   
  JORMUNGANDR 
  Giant world-destroying serpent 
  Brains: 1     Detect Prey: 4 
  Muscle: 4    Crush Tiny Humans: 7 
  Moves: 2     Slither Menacingly: 4 
  Cool: 1      Inspire Fear: 4 
  Power: 6     Ectoprescence: 6 
  OOOOOO 
  Goal: To Fight The Challenger and End The 
  World. 
   
  If the Ghostbusters are defeated, then the 
  world ends and the game is over. But if they 
  are able to fight the serpent and take its 
  ectoprescence down to zero, the snake lets 
  loose with an ear-piercing shriek of rage as it 
  explodes into a fine mist of smoke and hatred. 
  The supernatural creatures who were 
  summoned to witness the battle all begin to 
  fade away as they return to their dimensional 
  plane of origin. 
   
  ** “Congratulations! The Forces of Good 
  triumph,” Gus states. “Goose-boosters, for 
  your part in this victory, the gods grant you 
  one boon. What do you desire?”** 
   
  A wish? Oh, your players are gonna be 
  drooling over this development. But this 
  should be played for temporary comedic 
  effect, as it gets taken away in the next 
  moment. The first suggestion that strikes you 
  as humorous, jump on that and play with it for 
  a second or two. They suddenly find 
  themselves planetary leaders or rolling in cash. 
  Let them wallow like pigs in slop for a few 
  blissful moments.  
   
  *** “And Challenger, what do you desire?” 
  Gus asks. Trudy pouts. “Daddy’s gonna be 
  so mad at me. I wish none of this ever 
  happened!”** 
   
  Here’s that screwing-over I mentioned. 
   
   
  
   
   
  *** “DONE.” Gus says with a note of 
  finality. The winds swirl and the snow blinds 
  you. You feel yourself being lifted, spun, and 
  throw around. You feel yourself standing on 
  the ground again and the winds subside. You 
  each rub your eyes and your vision clears… 
   
  On this balmy July morning, you’re engaged 
  in a lively debate on “Samantha versus 
  Jeannie: Who Would Win In A Sorcerer’s 
  Duel?” At 9 a.m. sharp…nothing happens. 
  Nothing ever happens at the Iowa City 
  Branch…***.
  
  SCENE 5: 
  EPILOGUE 
   
  ONE MONTH LATER 
   
  Although the world has no idea how close it 
  came to being consumed by a giant snake, 
  the legends of the Goose-Boosters’ victory at 
  the Battle of Ragnarok will echo throughout 
  Valhalla for an eternity. 
   
  Meanwhile, in Columbus, Ohio, a new day 
  care student with frizzy red hair is 
  introduced to her new classmates. She takes 
  a seat, then reaches into one of her pockets 
  and pulls out a new toy hammer – a belated 
  birthday gift from a distant relative. On the 
  handle is an inscription:  
   
  “From Your Favorite Greek Uncle: 
  Hephaestus.” 
   
  The girl looks across the room and sees a 
  play workbench and smiles… 
   
  THE END 
   
   
  
   
  
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
     	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  Deduction	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    8	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Accounting	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    5	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Charm	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Convince	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    7	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Dodge	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Fire	
    Weapon	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Climb	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Run	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  Souless	
    Science	
    –	
    You	
    remind	
    people	
    of	
    their	
    college	
    physics	
    professor.	
    	
    
  	
    
  Wealth	
    	
    –	
    Your	
    remind	
    people	
    of	
    a	
    used	
    car	
    saleman.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Calculate	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Psychology	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Fast	
    Talk	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Orate	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Fire	
    Weapon	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Leap	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    7	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  Tackle	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    8	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Lift	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    5	
    
  	
    
  	
    
  Serving	
    Humanity	
    –	
    You	
    remind	
    people	
    of	
    a	
    football	
    linebacker.	
    
  	
    
  	
    
  Fame	
    –	
    You	
    remind	
    people	
    of	
    their	
    local	
    TV	
    newscaster.	
    	
    
  	
    
  	
    
  	
    
  
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
     	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Jury	
    Rig	
    	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Wild	
    Guess	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    5	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Lie	
    Convincingly	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Browbeat	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    7	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Drive	
    Vehicle	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Fire	
    Weapon	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    5	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Brawl	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    6	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Wrestle	
    	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    7	
    
  	
    
  	
    
  Fame	
    	
    –	
    You	
    remind	
    people	
    of	
    their	
    grandparent.	
    
  	
    
  	
    
  	
    
  	
    
  Serving	
    Humanity	
    –	
    You	
    remind	
    people	
    of	
    a	
    Boy	
    	
    Scout.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
     	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Electronics	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Medicine	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Bargain	
    	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    5	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Winning	
    Smile	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    7	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Dodge	
     	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    7	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    2	
     	
    
  Fire	
    Weapon	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    5	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    4	
     	
    
  Run	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    7	
     	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    3	
     	
    
  Intimidate	
    
  	
    
  	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    6	
    
  	
    
  	
    
  Wealth	
    –	
    You	
    remind	
    people	
    of	
    an	
    emo	
    goth	
    person.	
    
  	
    
  	
    
  	
    
  	
    
  Sex	
    –	
    You	
    remind	
    people	
    of	
    a	
    Spanish	
    soap	
    opera	
    star.	
    
  	
    
  	
    
  	
    
  
SOURCE: textdata/thevault/Ghostbusters International/Unofficial/Ghostbusters - Ragnarok-a-bye Baby.pdf