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So in the adventure the first thing the PCs do is defeat a bunch of thugs and potentially put a ghost to rest.
I think there needs to be a little bit more in Aldronard's Grave so that the PCs can figure out how to put the ghost to rest.
Here's my ideas for giving the PCs enough information that they can figure out how to put the ghost to rest.
A2: Searching the Camp (Perception DC 20): Searching through the scraps of tents and broken stuff the PCs come upon a steel footlocker. Stamped with the symbol of Sarenrae, the Smilers were unable to get the heavy thing open and opted to leave it with the rest of the Sarenites busted up tents.
Opening the Footlocker: (Disable Device DC 20 or getting the key from a Sarenite with a successful DC 10 Diplomacy Check)
Inside the Footlocker is Aldronard's personal affects,
a suit of +1 Splint Mail, a Cold Iron Scimitar and a Masterwork Heavy Steel Shield. Note: Due to the personal connection these items have with Aldronard they are treated as Ghost Touch items when used against Aldronard.
Furthermore there is two letters.
The first is an unfinished note from Aldronard to Justinia, it reads:
After these long years I am finally on my way home to you. On angels wings I fly from this blighted place, ready to build that cottage by the creek that we dreamed of.
Your fair skin has been my beacon these past years, your flaxen hair my banner, your green eyes the land I have fought for these long years, your sweet voice singing the Morning Cant of Harmony a bell that calls me home.
A letter arrives! I must read it and reply, perhaps this messenger can take this love note to you faster than my new steed Mandrake can!
The other letter is the letter from Eredian that blames Aldronard for his daughter's death.
Before committing suicide Aldronard prayed for answers and when none were forthcoming he lost his faith. This long dark night of the soul was a test of Aldronard's faith, as Sarenrae believes that in order to be forgiven first one must be able to forgive themselves. Aldronard failed but Sarenrae captured a psychic "portrait" of Aldronard's soul at the moment before he lost his faith which manifests in the Last Prayer.
The Last Prayer CR 3
Alignment: Lawful Good Area: 15 foot Cone Centered on the Statue of Sarenrae.
Caster Level: 3rd
Notice: DC 13 (Dust rises from the ground in the shape of a penitent man, and the statue of Sarenrae Weeps)
Weakness: Saying a prayer to Sarenrae with a successful DC 15 Knowledge (Religion) check deals 1d6 damage to the haunt. Multiple people praying increases the damage by 1. Saying this prayer at Dawn
Reset: Once per day at Dawn
Effect: Everyone in the area is effected by the spell overwhelming grief which lasts 1 minute/level (Will DC 13 negates) any Divine caster who fails the Will Save feels shaken in their faith and must make a concentration check to cast spells. The DC is 13 + Spell Level of spell being cast.
Destruction: A Sarenite Priest must remind the haunt that forgiveness from the goddess begins with forgiveness of the self. A non-Sarenite Priest can also attempt this with a DC 23 Diplomacy Check or DC 18 Knowledge (Religion) Check.
Development: If the haunt is permanently destroyed the dust coalesces into one spot glows and forms a Holy Symbol of Sarenrae. This was Aldronard's Holy Symbol. If used as part of a Turn Undead attempt, Aldronard may not add his Turn Resistance to the spell. Furthermore any character holding the Holy Symbol has a ghostly image of an old but upright man with gray hair and a short well-kept mustache (an illusion of Eredian as disguise self CL 30).
I figure with these items and moments the PCs will be able to piece together Aldronard's last days and have enough clues to figure out the solution without resorting to coincidence.