Is Sarah Roberts's sister, Vivian, alive? After all these years?
That's the case, according to Sarah's mother. Or is someone playing with Sarah's family?
After meeting with Vivian, Sarah's mother is convinced it's true-her daughter is alive, and her death was faked so a government agency could mine Vivian's clairvoyant abilities. That's a hard sell for Sarah, who begins to wonder who the voice inside her head has been all this time if it isn't her sister.
When that voice directs Sarah to abduct a seventeen-year-old girl, Sarah must trust that voice-it hasn't steered her wrong for over a decade. The problem for Sarah is that the teenage girl is the daughter of a dangerous group of people who come after Sarah and everyone she knows-Darwin, Parkman, Alex, Aaron, and her daughter, Willow.
Who's playing a game with whom? If Vivian's alive, why wait all this time to contact the family? If it's all a lie, who could be powerful enough and convincing enough to orchestrate such an elaborate game, and why?
The only way to stay alive and keep fighting for another day is to play The Game. One that Sarah never wanted to play but is determined to win.
The Decoy (Sarah Roberts Book Thirty-Three)
After a group of mercenaries call in bomb threats, they detonate several of them to prove they're serious. The emergency response is thinned and spread to multiple locations, allowing the mercs to rob a jewelry store with a secret stash. Authorities soon learn it was staged for a larger, more profitable job that Sarah Roberts had attempted to foil.
To catch these criminals, the authorities plan an effective countermeasure and use Sarah as bait, but that goes wrong quickly, and now Sarah's gone off the radar. With blood on her hands from the first assault, Sarah has to become the decoy to avoid the loss of multiple lives when the professionals strike again. While everyone is focused on the diamonds, she learns their true motive and discovers her life is in danger, and there's nothing she can do about it-because she's The Decoy.