Just thought I'd remind everyone about the rules for retainers, since we are beginning to acquire enough cash to be interested in them and many of us are coming close to 2nd level and might want to branch out into more dangerous areas with more treasure.
I have a good retainer deck ready.
Here are the Rules from the Wiki:
Retainers
PCs are powerful leaders, and as such will acquire NPCs in their service. Retainers are controlled by the GM, but given orders by their PC commander. Retainers generally demand 10gp or more per HD per day for service under dangerous conditions and a fraction of that if serving in a less stressful capacity.
A PC can’t command more than their Charisma score in retainers.
Retainers only advance in skill and power under certain circumstances.
Commentary: On an adventure, the retainers get 10 gp per HD per day, but do not get a share of treasure. Generally, when the adventure is over the retainers depart. For Chester Porkins who lives in Worm's Ferry, or for laborers or militia recruited from a PC lord's own land, recruiting the same guys again is easy. If you want to keep a retainer for the down-time, you only need to pay him 1gp per HD per day for the time between adventures. This is cut in half if you can house the retainer.
Recruiting
If players want to recruit Retainers or Henchmen, they must spend at least a week of time and money in town. During this time, they are doing their best to find able-bodied free men interested in work.
Retainers are all created from one of the retainer classes and are hired from the retainer deck. If players want to recruit Retainers, spend 1 week (and maintenance) looking. In Kingston, roll 2D6 adding the player's CHA bonus to the roll for the number of retainers drawn from the deck. In smaller towns, roll 1D6 plus CHA bonus. In a village roll 1D4, but only Laborers will be available. Retainers expect 10gp per HD per day and are hired for a single expedition.
The Retainer Classes:
Laborers: Mostly used to carry stuff, usually poorly armed and equipped
Militia: used for fighting, usually come with a few pieces of poor equipment, but can be given or loaned better gear.
Experts: usually have skill in 3 different specific areas (hunters, thieves, alchemists etc).
Adepts: either Monks (with divine spells) or Conjurors (with arcane spells)).