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RAUM'S PURGING GROUNDS

RAUM'S PURGING GROUNDS
By Jaime Villarreal

GENRE: Horror
LOGLINE:

After her thrill‑seeking brother is trapped inside the nightmarish game Raum’s Purging Grounds, a traumatized young woman must enter and survive a gauntlet shaped from her deepest fears to reach him before the entity behind the game claims them both.

SYNOPSIS:

Candice Robin, a young woman haunted by childhood trauma, lives a life defined by fear and rigid routines. Nightmares of her abusive father still dominate her sleep, and even in adulthood she relies on medication, nightlights, and strict safety rituals to function. Her only real support is her thrill‑seeking older brother, Kevin, whose reckless paranormal streaming channel often clashes with her need for stability.

Kevin’s latest stunt involves a mysterious rulebook he finds after performing the Elevator Game. The book, titled Raum’s Purging Grounds, contains instructions for a supernatural game tied to an ancient entity that “feeds on despair.” Ignoring warnings from his friend Willy, Kevin attempts the ritual alone in the woods. A monstrous tentacled presence attacks his car, and Kevin vanishes without a trace. Willy, terrified, seeks help from Dylan, a former teammate with deep knowledge of occult lore. Dylan recognizes the rulebook immediately, explaining it is not found but given—an invitation to a deadly realm where players become captives or redeemers. Only blood relatives can rescue a captive. Kevin is trapped inside the game, and Candice is the only one who can save him.

Candice refuses to believe any of it until the Sickly Man—the entity’s herald—appears at her home, taunting her through the window and even through a 911 call. “The voice that answers is the Sickly Man himself.” Shaken, she lets Dylan inside, unaware he intends to force her into the game. He drugs her and drives her to the dead‑end road where Kevin disappeared.

At midnight, the game begins. Candice breaks the first rule by looking outside the car, unleashing tentacled horrors. She flees but quickly learns the game’s roads, creatures, and trials are real. A grotesque Vendor on an ice‑cream bicycle warns her she started on the wrong road; rules matter here. Convinced at last, Candice agrees to play. With Dylan’s help, she faces a series of escalating trials: a corpse‑like hitchhiker who speaks to her deepest wounds, a speed trial that ends in a crash, and the Marwood Home—an eerie house where an elderly couple cannot see them. When Dylan breaks a rule, the Marwoods become feral and take him captive. The Sickly Man reveals Dylan was never the redeemer; Candice is.

Candice presses on alone. She blinds the unseen “Onlookers” watching her through the clown bust, earns a key, and runs toward Raum’s Monastery while a scythe‑wielding creature hunts her. Inside the monastery, she must complete chambers built from her fears: feeding a giant spider to a crow statue, solving her mother’s puzzle while mannequins close in, and performing an impossible piano duet—“Her fingers bleed onto the ivory keys”—to satisfy a shadowy audience.

Her final trial forces her to confront her childhood bedroom, where she saves her younger self from her father and helps young Kevin hide the body. Having completed the gauntlet, Candice rescues Kevin. The Sickly Man offers her a final choice: save Dylan or return to the past to save her mother from drowning. The story ends with Candice playing piano at a wedding, then sitting next to Dylan, revealing her choice to accept the past. She is healed but forever marked. Kevin sits behind her, reassuring her with a gentle hand on her shoulder. As the screen fades to black, the Sickly Man’s rhyme reminds us the game may never truly end.

RAUM'S PURGING GROUNDS

View screenplay
Marcos Fizzotti

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