THE MISADVENTURES OF THE DEVERS BROTHERS - PT TWO

Creator: Ernie Johnson
Age rating: 13 and older
Fourteen-year old Frankie Devers continues to find ghosts, and as an added bonus he gets a first hand glimpse into the world of Psychic Powers and ESP when he feels the pain of a kidnapped soldier.
Project collaboration: Open
Synopsis: While on vacation the two brothers meet Simon, a fifteen-year old mentally challenged boy who has ESP powers, and has both seen and talked to the ghost of Captain Jack Desmond. This chance encounter gets the two brothers involved with yet another murder.

Where Frankie is a visitor from another town, in the same state, it means he has to be creative to convince the local Chief of Police he is sane and can help the officer solve an eight year old murder. Having convinced him, it's then another thing for the Chief to convince the District Attorney he can help solve this case with the aid and assistance of a ghost.

CAP, as the ghost is called by Simon, has promised to help the mentally challenged lad if his spirit can be appeased. After the two brothers help Cap obtain his peace, it brings the story to a touching emotionally charged finale.

Having spent a good deal of time fishing, while on vacation, when the boys return home, they decide to head to the ballpark and play some baseball with their friends, but when they get to the ball field, the park is empty, so Frankie decides to wait for his friends by the swings.

Once the park their bicycles, Frank looks at the swings. Nobody is in them or anywhere near them, but eight of the nine swings are motionless. The ninth, however, swings back and forth like someone is sitting in it. Frank investigates. His brother Johnny, however, does not feel about ghosts the same as his older brother, and stays back out of the way.

Frankie goes to the nearest swing this side of the one that's moving and meets Candace, the ghost of a fifteen-year old girl called Candace. Frankie finds out how she died, and also why he spirit hasn't found peace. This time, however, he doesn't have to deal with the police, but rather someone just as volatile, the girl's mother.

After convincing Candace's mom he was for real, he brings the mother to the park, where she can give her daughter's spirit some peace.

Adding a new twist to a delightful story, it's now the Sheriff who seeks out Frankie's help when an abandoned wheelchair is seen at the end of a dead end street and no body or fingerprints can be found. Sheriff Connors goes to call the lad, but instead slams the phone onto the receiver instead. Frankie's ESP kicks in and sense's that Sheriff Connors needs him and goes to the Sheriff's office.

Psychic powers comes into play when Frankie approaches the wheelchair and without even touching it he feels the pain of the person it belongs to. Frankie senses that the owner has psychic powers as well.

Though told to back off and let the Sheriff handle it, Frankie has other plans and gets intensely involved along with his brother. Binoculars, a pair of walkie-talkies, and an intense passion to right a wrong, gets Frankie into the middle of a gang of bank robbers who have kidnapped a soldier who was in the wrong place at the wrong time, and was a witness to the robbery.

Latest Work

  • Script 1 - Ernie's Original Draft
    12/16/10
    Creative Notes:
    The young Devers brothers can't even go on vacation without getting involved with a ghost, but the end result will warm the hearts of viewers. A change of pace and a trip to the ballpark finds Frankie meeting another ghost, this time a teenage girl. Finally Frankie gets to test out his psychic powers and ESP for the first time.