You whirl about, shield up, pistol up; tracking the barrel around the room and finding no target presenting itself.

Then what caused the sound? You strain your ears in the quiet that follows, desperate for answers.

The sound in the distance is... what...? Metal on something. Metal on metal, atleast; a clunky clatter of metal on floorboards, and metal on metal; and a softer, meshy slap within it. You would say the movements of an armored man - but the sounds are not heavy enough, and too hollow. Perhaps some kind of trap? An effigy using chain, and plate, somewhere further inside?

Your nose tells you that somewhere in this place is rot. You are familiar with the smell, certainly, from the worst parts of your life. And it's waning rot, at that; the kind of musty, unpleasant smell that follows the worst, ripest rot which sees all the moisture stripped out of a corpse as the scavengers get to it. Past that ripe rot is the waning rot when the skin and remnant flesh is moving to mummification...

...But even that amount of smell strikes you as too 'fresh' for the state of this house. Anyone who was killed when this house was abandoned would be rat-picked bones, by now; and cast almost no smell at all except for those leaning down to sniff them.

A long time ago, this villa suffered some calamnity.

Some time between then and now, someone or something came in and died, and lies still within the walls.

Another traveller seeking shelter? Some looter trying their luck? But how would such a traveller die, if not to be killed by something here? Maybe the something that made that wheezy rush.

Moving from this open living room you find a dining room with its skewed table and scattered, verdigris covered bronze vessels and pots and broken old crockery. But more than that, you find when you look back to the living room, you have mistaken its size - it's much larger, and you suddenly doubt you have searched it properly. Retreating a few steps, you stalk around the cavernous hall and decide, for a fact, this room must take up most of the villa.

But how could it? From the outside, the villa seemed to be a moderately sized afair built into a T shape. If this central hall was the junction, surely it was too large even then to fit in that shape...

This is the second most convincing argument to doubt your senses. The first presents itself when you turn around: a humanoid form of gauzy white vapor; the shape of a man with none of the substance, and fear in his eyes - contagious fear that seems to want to flood into you as he opens his mouth to release a ghastly, wheezing moan, and his hands fly up to reach for you!

Spoiler: OOC:
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Zoinks! The Ghost of the Villa!

(1d10+4)[10] is his initiative. Roll Initiative, and also roll a Fear test - which is a flat Willpower check, or be frozen with fear on your turn.