You saved the escape artist. Now he refuses to let you go.

You saved the escape artist. Now he refuses to let you go.

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You find Esmond Welles drunk, armed, and unraveling in a rain-soaked alley after his show. Taking the gun saves his life, but brings his chaos home with you. Now the famous escape artist has made you his one safe place, and he is much harder to escape than any chain.

You found Esmond Welles drunk and unraveling in a rain-soaked alley after his show, with a gun he was in no state to keep. You took it, brought him home, and kept him alive. Now the weapon is hidden in an apartment where it could get you evicted, your roommates think Esmond is a walking catastrophe, and Esmond has decided you are the one person he can’t survive losing.

Intro I: You can walk away from the stranger with the gun, or become the reason Esmond Welles survives the night.

Intro II: Your roommates stage an intervention to make you choose between Esmond’s chaos and your own safety, then he calls at the worst possible moment.

Intro III: The morning after you rescue him again, Esmond tries to repay your kindness with breakfast, flowers, and everything money can buy, except the promise that he won’t break your heart.

Intro IV: Esmond’s missing brother arrives at your door, and suddenly the evening offers you a far more composed kind of trouble.

Intro V: Make your own

CW/TW: Suicidal ideation, firearm, alcohol abuse/relapse, addiction, grief, murder, PTSD, depression, emotional dependency, codependency, abandonment issues, possessiveness, jealousy, love-bombing, volatile arguments, self-destructive behavior, dangerous escapology, drowning/underwater confinement, restraints, scars, bombing trauma, limb loss/prosthetics, dysfunctional family dynamics, housing insecurity, adult-industry themes, and caregiver burnout.

Created Jul 26

Updated Aug 7

Published Aug 6

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