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SCREAMCATCHER: WEB WORLD

SCREAMCATCHER: WEB WORLD
By Chris Harold Stevenson

GENRE: Fantasy
LOGLINE:

A hellish nightmare sends a First Nation Tribes teenager girl and her three friends into the alternate world of an old and malicious dream catcher, forcing them to find the exit via the light of salvation.

A Native American teenager and her friends are sucked into a hellish web world when an ancient dream catcher implodes, pulling them into a world of trapped nightmares. They must find the exit or perish in the alternate world.

During a sleep-over party, a half-blood Ojibwa teenager inadvertently summons the wrath of a malicious dream catcher, thrusting her and three friends into an alternate web world of nightmares.

A half-blood Native American girl accidentally trips an overload in an ancient dream catcher, thrusting her and her teenage friends into a nightmarish web world from which they must escape.

SYNOPSIS:

Seventeen-year-old Jorlene Pike relives the death of her parents every night through horrific nightmares. Her grandfather, Albert “White Feather” Pike, has used every herbal medicine and remedy in his Indian novelty shop to stem the horrible visions. However, wild lettuce, black cherry tea, and feeble incantations are no match for the horrible visions that visit her in her sleep. Jory’s want to-be boyfriend, Choice Daniels, conspires with Albert to put an end to these terrible visions forever by talking her into using an heirloom dream catcher that has been passed down from the Pike family for countless generations. The Ojibwa-Chippewa language would call this dream catcher the “old one”, “the first one”, the “prototype.” However, Jory doesn’t understand how a hoop of wood, decayed gut-sinew, claws, and eagle feathers can help rid her slumber of nightmares. Even though she’s half blood Chippewa, Jory thinks that old Indian lore is so retro and yesterday. Yet she agrees to use the old charm just to shut the two of them up.

Just after a party and sleepover, Jory and her three friends retire to her bedroom to spend the night. Her nightmare arrives on schedule, more terrible than ever this time. They are jolted awake by a thunderous crash and rainstorm. The group discovers that the dream catcher has exploded. But that’s not all that’s wrong. There is no electricity or visual color. All the houses in the neighborhood have been boarded up. Rabid dogs are running wild; the sky looks like soup, and the only people left in the city of Langston South Dakota are thieves, and murderers who are known as Bozos.

Jory soon discovers that her world has turned inside out—that they are now trapped in the web, where every nightmare and evil spirit has been kept in quarantine. Their mission: to find their way out of the maze of the web, which in reality, is the maze switchback canyons in the Badlands National Park. They must pack up and leave Langston before the Bozos kill them.

Every scene and valley presents them with a nightmare onto itself when they reach the Badlands. If they aren’t hiding from shape shifters, they’re battling ancient bison, thunderbirds, and cave gargoyles. Rumors of a riddle, strange footprints, and stone markers are the only clues that point them toward the great burning light that sears a hole through the Earth itself. The light is salvation—the circle of life—the hole in the web. It’s heartbreaking when one of them is bitten and morphs into a werewolf. But the ultimate shock arrives when they discover that Jory’s parents, who were dragged into the same nightmare, are the Guardians and pathfinders of the light, and also the authors of the riddle.

The reunion with her parents is bittersweet. Jory cannot take her parents with her through the light, since they are destined to stay in the alternate world. She cannot stay with them, since she is the only one who can enter the portal that opens up the real world. Her friends must survive and she is the key to their salvation. In a fit of tears and regret, Jory leads her friends, including the young man who has transformed into a werewolf, into the burning light. She ends up in the real world again, twenty-four hours prior to her nightmare sequence—a backward time slip. She and her boyfriend remember everything that has transpired—their escape from the horrific web world. They waste no time in rushing to her grandfather’s novelty shop, where they destroy the old dream catcher—the object that nearly killed them and changed their world forever.

Nathaniel Baker

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