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When the daughter of veteran 911 call center operator Pamela, and her estranged husband Jeremy, a Senior Police Officer, is kidnapped and held hostage, they are left desperate, with no choice but to follow the kidnapper’s rules: send messages through dispatch for all police and fire units to scatter to remote locations throughout the city where they are met with chaos. Not knowing who or why, the one thing they do know is if they fail to discreetly collaborate with one another – they will be solely responsible for facilitating the biggest crime in the city’s history. Now they must race against the clock to make the choice of their lives – save the city – or save their daughter.
Gary, and his friends who are into gaming, renaissance fairs and various unsavory vices, stumble across a rare, medieval board game called “13 Demons.” They discover the game has a dark history and was banned from most countries long ago for strange and mysterious reasons including unexplained deaths attributed to the game. The object is to free the Realm of Darkhaven from the 13 Demons of the Apocalypse. They chalk it up to urban legend and decide to play, what they don’t know is that the 13 Demons presently walk the Earth disguised as humans. Slowly, the game consumes them, seducing them into believing they are “The Golden Paladins,” and are on a holy mission to save the world. But when the news reveals a number of local deaths caused by tree branches, baseball bats, hammers, etc. from assailants adorned in body armor, the thin line between reality and fantasy is shattered and the horrific realization that they are in way over their heads sets in.