Crime: Difference between revisions

Jump to navigation Jump to search
308 bytes added ,  31 December 2023
Added information of potential Enthrall spell uses to avoid getting caught committing crime
m (Wording, also, disguise self works per character per jail, i.e., you can use the disguise trick once per jail for a free get away)
(Added information of potential Enthrall spell uses to avoid getting caught committing crime)
Line 24: Line 24:
== Investigation ==
== Investigation ==
Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.
Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.
However, if you interrupt an NPC right after they've noticed a crime but before they start an investigation with {{SAI|Enthrall}}, they will be unable to continue, they will not call the guards or question any party members, and they will not be suspicious of you, allowing for more criminal opportunities.


=== Questioning ===
=== Questioning ===
50
edits

Navigation menu