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Crime: Difference between revisions
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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) |
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== 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 === |