| Chuckbab |
Make sure to re-read the rules about 'magic item slots'.
The PCs don't actually get anything when choosing these buildings.
The magic item slots represent the items that are actually for sale in town. Those items can be bought by the PCs at the normal price (the advantage is that they are sure the item is available), or the players can try an Economy check to determine if *someone* buys the item. If the check succeed, the magic item slot is emptied and will refill with a new item at the next kingdom turn.
I will not take the time to explain the old rule of 'selling the items' that is described in the original Kingmaker books. Paizo changed those rules when they published Ultimate Campaign because it was a major flaw in the kingdom-building rules. I strongly suggest to use the new UC rules I described above. They are available here.
| pennywit |
I found a couple things about rolling for the slots:
1) My group's wizard, for some reason, really, REALLY seems to enjoy rolling for magic items. I have no idea why.
2) I found an interesting synergy between the magic item slots and my players' actions. At last session, for example, they rolled up a stealth elixir for one of their slots. That sat there for about a month, then they sent their spymaster out to reconnoiter a troll settlement. To help him along, they bought the stealth dust and gave it to him.