Locations

Dizney

Clearwater

Port Orleans

Port Orleans is one of the main vampire-friendly resorts at Dizney. Special underground accomodations are built underneath the usual aboveground rooms. Some aboveground rooms are outfitted with locking sunblocking curtains and extra security devices for overflow guests. The catering staff and the restaurants serve vampire fare, and special entrances allow vampires access to events and services just for their kind, where the Masquerade is relaxed.

When they come to check in, they will be met at the night desk, which is a small but posh room just off the porter's entrance. Staff is dressed in themed attire, carefully tailored Victorian suits and will offer refreshments while the check-in process is completed. A contract is produced which the vampire must read and sign--it goes over the strict rules regarding the Masquerade and specifies which areas of the park are special, and at what hours they can freely feed. If they agree to the terms, they will have wide range over the parks. It will be explained that forfeiture leads to endentured servitude. (Where do you think all the blood-bound vamps who help run the park come from?)

The must produce a drop of their own blood, which is quickly tested for disease. The remainder is used to sign the contract; any left over is destroyed while the donator watches. Dizney does offer some legal mumbo-jumbo assuring guests of their privacy rights.

Vampires can refuse the contract and testing process. If the vampire is young and powerless, sometimes a gentle nudge of Dominate will be used to bring him or her around. Elder vampires who reject the idea can be given "day" passes--that is, they have access to the Masqueraded parts of the campus, but cannot drink from common sources or participate in any of the Dizney After Dark events.

Once they have checked in, a ghouled porter will show them to their room, carrying their bags inside. He or she will offer them a sip from the vein, as well as an exchange "for their convenience" and let them know when the next mealtime will be. They'll be told that if they need anything else, call the number on the card they're given, which a direct line to their ghoul/porter. The PCs will be able to use their personal conceirge to order food and transportation, to get information, and as a general errand-runner.

On the grounds at Port Orleans are two restaurants, a harbor, a bar, a cafeteria, and a gift shop. Both the gift shop and the bar have special areas accessible only to Kine. The dock area is closed to mortals after dark, but vampires with their pass can access the slip and take out a boat--motor and paddle are available. With a boat, they can get to MK, Epcot, Downtown, or Celebration. They can also get to various places on the shore outside the parks and sections of Orlando proper.

Port Orleans has a ferry connection and a bus connection to the MK and Epcot that run every :20. Port Orleans has a bus connection to Downtown and MGM that runs at the same pace. All connections are always precisely on time.

The ghouled staff isn't very helpful in terms of research. Asking your porter what has happened with the Garou will get you the stock Dizney PR answer, after a wait (the ghoul will call the office and ask the question, verbatim, and then repeat the reply, verbatim). They can ascertain the location of people, sometimes, but while Dizney is on lockdown (and unless the asker is known to the current regime), you'll get a PR reply for anyone deemed important.

The bar staff are equally rigid, but some bar patrons may be able to say more. An un-ghouled cashier in the vampire store could be a source, as could the second-shift vampire bartender, if they make it back to Port Orleans during the late-night hours.

Those vampires can disclose details of the assault, the numbers of the dead, the identity of the assailants (Garou, led by a huge wolf with a silver tail), and the rumored fallback locations for the deposed MK vampires.

Magic Kingdom

PCs may choose to go directly to the scene of the crime--the very lawless MK. The Magic Kingdom is still operating during the day--enough mortals and ghouled mortals were left alive to operate the parks. Most are doing so under duress, and it shows--the costumes are soiled and torn, makeup hastily applied. Silvertail and his forces have threatened them with violence they've been too happy to demonstrate. A select handful of useful vampires have been retained for their necessary skills of detection and protection. A group of contractors--men in khaki pants and blue shirts, women in khaki skirts and blue blouses, all with temp badges--are in charge of the daytime operations.

The daytime cast is being held in a keep beneath the Wild West area. Access is through the scary section of Splash Mountain--hop out of the boat and behind Mr. Snake and there's a set of steps down to a landing, with a door and a keypad. The area below is large and warehouse-y, usable as storage or as a convention hall, with sliding partitions mounted in the ceiling. The Garou have left the job of controlling the cast to the contractors. The cast are kept in groups of 20 to a room, men separated from women, and divided also by their shift and role. Each room has 10 sets of bunk beds, 2 giant clothes racks for costumes, and the barest essentials. Another part of the warehouse has been converted into a makeshift dining hall, and food is brought in from the park proper. A huge bathroom with communal shower is the only other room. The cast works in 12 hour shifts, then has 10 hours off to sleep and eat. 2 hours are spent each day in a meeting hall, where they meet with the contractors to go over the previous shift's events and mete out punishment to any cast who have strayed. Punishment is frequently being ripped apart by hungry Garou. While the others watch.

The Garou have set up two main stations. One is a skeleton crew, keeping tabs inside the castle. Since the castle is the typical point of power, it could be assumed that they are holed up there, and the activity in and out is suggestive of this possibility.

However, the crew inside the castle is largely there for show. They are keeping careful eye on Main Street and the main drag of the park, but their primary function is to act as a decoy. The inner offices, in fact, are completely empty and wired with explosives, in the event that a frontal assault on the castle is attempted. [B- Will I blow up Cinderella's Castle? You bet your sweet ass I will. Tee hee.]

Silvertail and his crew are really running the show from inside the Haunted Mansion. [This is largely because I want to play out a big battle in the Haunted Mansion. Go figure.] The Mansion, for those who don't know, is actually two duplicate mansions, flipped left-to-right, in a big warehouse. Everything up front is facade, and the dual Mansion spaces only take up about a third of the total space in that building. The rest is offices and storage rooms, a cast dining hall, a network hub with the attendant workstations, and a handful of spaces used as living and sleeping quarters.

The main entrance to the Haunted Mansion underground is from backstage--a hidden pocket door in the control room. A second secret entrance (and exit) is in the bride's room, through the hope chest. An emergency exit is located behind the one-way mirror in the hitchhiker room, and another secret tunnel is at the end of the endless hallway.

And one of the ante-rooms in the below complex actually leads out to the party room scene, only in reverse and under the track. (In WoD Dizney, the ghosts in the ballroom are often vampires, kicking it up and relishing the thought that humans are watching them the whole time!) However, a chase in that room could end badly--what with the glass sheets hung throughout that make up the illusion.

MK is in chaos, especially at night. The normal DaD activities have been suspended, and the buses that run at night are doing so with only the barest number of passengers--and none at all returning. Not many people are coming out for Extended Magic Hours and the local newspapers have been running stories about the soaring crime rate in the parks.

The MK was the seat of vampiric power at Dizney under Erwin. His greatest victory was uncovering the Tremere plot beneath the Castle, and he took over that portion of the park as his personal offices. The underground chambers were filled in (vampires staked and sealed in concrete--not dead, but certainly not moving anytime soon), and thus all his daily rituals took place while treading over the magic-users. Not going to make him a hero in Bashir's book.

Tomorrowland was the seat of technical operations--security had their home base there. The great city underneath Main Street was often teeming with vampires, mingling among the ghouled cast.

The PCs may choose to take a tour of the park on the tram, which circles through the woods around the outskirts. This will basically turn into a safari hunting expedition, with Garou chasing the train every chance they get. A high-powered rifle would come in handy here.

Garou are holed up throughout the park, and roaming fairly wildly in the woods surrounding it.

Epcot

The Camarilla vampires have retreated to their fallback position inside the Nations area. They are scattered among the worlds in small groups, with most of the security staff in the Living Seas and the de facto Prince (Marguarite) splitting her time between a berth underneath the restaurant Marrakesh and her offices inside Space Mountain.

This park is still in normal operation. The security has been beefed up substantially, however. The backup control room is underneath the island in the middle of the lake, just below where the globe sit during the nighttime fireworks display. Entrance to this room is through the Mexico or Sweden tourism rides. Only security staff have the necessary clearance to access this control room.

Downtown Dizney/Pleasure Island

Downtown is a sort of neutral zone for Kine--it is both the vampire and the garou's main feeding ground and as such, noone particularly wants to destroy it. Drunken and addled mortals make an easy snack here, and brawling packs of either supernatural go largely unnoticed amid the revelry and loud stage shows and fireworks. The party may choose to go here to gather information, or simply to feed. Drugs and weapons can be scored in Downtown, if you know the right places to go.

Occasionally brawls will spring up among Kine or between Kine and other supernaturals. Just after dark on Night 3, some recouping vampires run into a handful of younger Garou. The reckless youths, made bold by recent events, challenge the older vamps and are soundly thrashed. Things are about to get ugly for the Garou when several members of the Celebration pack get wind and race over. The vamps quickly realize they're now outnumbered, and take a bit of a beating of their own before turning tail and fleeing the scene. The vamps return to Epcot and run to someone's Sire, claiming that the Garou are taking Downtown. A minor panic ensues, but when Security is sent to investigate, they find nothing out of the ordinary.

Bartenders in PI are specially trained to prepare drinks for supernatural guests. Showing your black card will get you a choice of several blood-based concotions--Bloody Mary, flaming 0-, A+ shooter, B+ bomber, etc.

Kine can also feed from wristbanded mortals. Wristbands are given out with the first drink, which is also enchanted to produce a drunken state from the first sip and a thirst for more drink. The drinks themselves are actually watered down quite a bit (so that thirsty guests don't die).

MGM Studios

MGM is usually mages' land. Magic users flock to this park to see the "special effects" and lightshows from their favorite films. MGM is where all the props are made and new rides developed. One of the largest R&D labs in the park is housed inside the Tower of Terror. Fabrication takes place in the warehouses along the backstage tour. Although the MK workers are under the control of the Scientologists, their costumes are still being made and repaired per the usual process. The workers have no reason to stop since they have not missed a regular pickup or delivery even during the attacks.

Perhaps the whole of MGM is enchanted? The staff and cast have no knowledge of what is happening in the other parks, and informing them doesn't seem to take. They all reply something like, "That could never happen here--it's the Happiest Place on Earth!" Perhaps this enchantment is part of the park's emergency operations policies, or perhaps it is somehow the work of the Scientologists...

A spin around MGM could include the backstage tour or dinner at the Brown Derby, which has special accomodations for Kine. The Aerosmith coaster is some kind of mystical blood centrifuge that samples from mortal passengers (no wonder you feel a little weak and rubbery when you exit) and donates to Kine ones (euphoric ride for vamps).

Clearwater Staffing Agency

6 stories tall, with 2 below ground (8 stories total).

Scientology Hotel

12 stories high. Within blocks of the CSA.