One of the player characters’ uncles has inherited a house from a less fortunate cousin who died of a rabid dog attack on the waterfront (the dog was found with the body and was put down). The uncle would like to clean the house and repair it enough to sell. He has no use for a house on the waterfront. He is willing to pay twenty shillings (total; the characters can decide how to split the money) to his nephew to hire people to do it. This is a lot of money. He could probably get it done cheaper, but is doing the player character’s father a favor.
The uncle hands them the key to the house just as they conclude their meeting.
Your uncle is an old man, about sixty, his bald head wreathed in white hair. His demeanor is that of an efficient businessman, which matches his wood-paneled office, but as he hands you the key to the house on the hill, there is an unmistakable sadness in his eyes. As he takes your hand in his gnarled hands, he thanks you for taking this task, and asks you how your father is doing.
The player may or may not decide to continue the role-playing; you can use the information above and below as you see fit. The uncle is not normally talkative, but is in an expansive mood today should the player characters encourage it.
He will also give them permission, should they ask about it, to decide whether to sell or discard any of the relative’s things. They may keep the profit made on any sales.
“The house is mostly empty anyways. There might be some knick-knacks in the main dining area if they haven’t been stolen. That’s part of why I need you to do this, to get rid of any incentive for thieves to break in. Prepare it for sale.”