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(slightly) less stat blocks and more (implied) story today. All of the listed NPCs are ghosts—Medium Undead with incorporeal subtype, channel resistance +4, with flying speed of 30 ft. with perfect maneuverability that speak Common and one or more local languages, and lack any ability to hurt each other whatsoever, aside of verbal barbs.
The Four Ghosts Of The Stormfield Manor
The Stormfield Manor is an estate that passed through hands of many knights, squires, and landowners. It owes its name to a vast heath dotted with standing stones—that seem to attract lightning strikes—starting at the border of the manor and extending across many leagues over the hills to the north and west.
The manor house itself, once fortified, was rebuilt a few times to fit the tastes of the current owner, and expanded to include gardens, orchard, and various outbuildings that were later abandoned and left in state of disrepair because the new owners had little interest in them or not enough money to adapt them to new purposes.
The few old owners still haunting the estate have a few bitter words about those expansions—being deeply critical of anything built after their demise, and highly defensive of their own additions.
Sir Halphrey The Jouster (CR 6, LN, Init +2, AC 19, 51 hp, Fort +9, Ref +5, Will +5, Atk corrupting touch +8, 6d6 damage, Fort DC 16 half, has an ability to summon a pair of spectral hunting hounds that track with supernatural acumen and +20 skill bonus. Int 13, Wis 13, Cha 17. He has +9 bonus in Diplomacy, Knowledge [nobility], Riding, Perception, and Stealth) was a proud and honorable, but boring and unimaginative knight, holding the Stormfield Manor as a fief in return for military service for his senior. He died of heart attack after receiving summons from his lord while preparing for a campaign against a neighboring magnate.
Sir Raeddin The Falconer (CR 5, CN, Init +4, AC 18, 42 hp, Fort +7, Ref +5, Will +5, Atk corrupting touch +7, 5d6 damage, Fort DC 16 half, can summon a spectral falcon that can attack one living creature within 100 feet with a +7 ranged touch bonus dealing 5d6 points of damage and staggering the target for one round, a DC 16 Reflex saving throw halves the damage and negates stagger. Int 11, Wis 10, Cha 18. He has +12 bonus in Bluff and Diplomacy, +8 in Perception, Handle Animal, Ride, and Stealth, and +4 in Knowledge [nobility] and Knowledge [local]) was the squire of sir Halphrey, and was given the Stormfield Manor when he came in his master's place after the latter's death. During his tenure, he has built a dedicated birdhouse—in place of his master's kennels, and spent most of his time hunting with his favorite falcon. While he was quite a charming man, he was also very whimsical, which was exacerbated by his utter lack of common sense. He died struck by a lightning strike after he climbed one of the lightning-attracting stones on the heath.
Boreveld Corem, Esq. (CR 4, NE, Init +1, AC 17, 38 hp, Fort +6, Ref +2, Will +3, Atk corrupting touch +3, 4d6, Fort DC 17 half. Int 15, Wis 13, Cha 16. He has +10 in Handle Animal, Perception, Profession (herding), and Stealth) was a well-off peasant, who married Sir Raeddin's widow (they had no issue). The recent shift from personal military service to land tax allowed him to become the lord of the manor despite no combat capabilities whatsoever. He invested heavily in sheep, profiting from selling wool, turning the fortunes for the manor, and building multiple barns.
After Boreveld death of bowel cancer, Aynwenn, the aging widow of the last two lords, sold the property to Tolleman Fyyrd (CR 6, LE, Init +2, AC 19, 39 hp, Fort +4, Ref +4, Will +8, Atk corrupting touch +9, 6d6, Fort DC 15 half. He can use telekinesis with CL of 12th every 1d4 rounds as a supernatural ability. Int 16, Wis 17, Cha 14. He has +12 in Appraise, Diplomacy, Knowledge [geography], Knowledge [nature], Linguistics, Profession [merchant], Profession [sailor], and Sense Motive, +20 in Perception, and +10 in Stealth), a successful merchant who sought a picturesque estate to retire away from his squabbling heirs and fawning sycophants. He oversaw construction of many amenities, and renovation of the house itself, as well as crypts beneath—which might have disturbed the spirits of prior owners. Master Fyyrd himself died in his sleep before he could fully enjoy the peaceful rustic life.
Now those four ghosts roam the estate, arguing over who is the rightful lord of the manor, and who are interlopers, each claiming to be the last legitimate master, denouncing the ways in which his successors acquired the land as unbecoming and invalid. Each of the newer ghosts in return berates the older owners as neglectful and envious of improvement done to the condition of the estate and upholding obsolete tradition of inheritance and ownership.