You know the drill. Roll 1d12 and consult the table below:

- An old porcelain doll’s head turns and her eyes seem to follow you as you move around the room, but it only seems to move when no one is looking.
- The old clock that hasn’t been wound in years begins ticking and chimes on the hour.
- The antique radio comes to life playing a channel from 1952. It’s not even plugged in.
- The 1980’s push button phone begins to ring. It’s not plugged in, either. No one is there.
- The electric fan turns itself on and begins to oscillate. At least it’s plugged in.
- The living room electronics (TV/VCR, DVD player, and stereo) turn themselves on.
- All of the paintings in the room are facing the wall. If turned around, they face the wall again if left alone. (Paintings could also be mirrors, tapestries, etc.)
- The dining room chandelier is always lit dimly. Even with dead lightbulbs.
- The kitchen or bathroom faucets appear to pour blood, but only for a brief moment. (Usually about as long as it takes someone to see it and panic.)
- The patterns on the wallpaper rearrange themselves when no one is in the room.
- A loud noise is heard and all of the furniture in the room is stacked in the center.
- All of the cabinets and closets fly open and spill their contents onto the floor.
Discovering Why it’s Haunted.

- Summoning ritual has gone horribly wrong.
- Innocent family moved in and never moved out.
- A mafia boss lined the walls with the bodies of his enemies.
- Former meeting place of a Secret Society in the 1910s-20s.
- Built with cold wrought iron bars in the wall and special lead paint to talk to the other side.
- Built on top of an ancient burial ground.
- Previous owner was arrested for mass murder.
- Cultists redecorated the basement in arcane symbols.
- The original owner was a witch.
- The place was once a hospice for chronically ill patients.
- The property was home to a slaughterhouse before someone built over it.
- The ghosts are relatively friendly and talkative.