The location of this game allows for a great deal of freedom and choice for the PCs. They will come into town, each with some sort of invitation to be there. Students and general wandering types might have been enticed by a recruiter offering a job. Business sorts or general vampires-about-town might have been headhunted a little more specifically. Those looking for relocation (or simply a free vacation) might be trying out a timeshare or a plot in Celebration, the Dizney version of Stepford. Any fighters-for-hire or young Camarilla types might have been called for or sent to assist in the retaliation. Regardless of their status, they will all be staying at Port Orleans, either Riverside or Plantation depending on their importance to the park.
They will all have arrived more than 24 hours but less than 4 days after the Garou overran the MK. Early arrivals can choose to explore on their own, or hang close to camp and take cues from whoever brought them here.
Things that happen Night 1
The vampires will be scrambling to reassemble in Epcot. Unknowing vampiric guests show up for DaD at the MK and are largely slaughtered. Security chief uses the ensuing riot to enter the park, grab a few pieces of equipment and allies, and make a brief assessment of the situation. He barely makes it back out. More oddly than that? The park takes a total bloodbath in the melee, but is squeaky clean the next morning. Square, white vans have been pulling through the dropoff points continuously all night.
Vampires begin assembling in Epcot (Japantown) and Marguarite sets up shop in a former broom closet.
The party arrives in town, and, after some sleuthing (and a meet-up at the bar in Port Orleans) heads over to the MK, landing in Tomorrowland after an interesting monorail ride. They get into a minor skirmish with some young garou, and hightail it back to Downtown to get healed, then return to their haven in Celebration.
Things that happen Night 2
The vampires form a new chain-of-command, with Margaurite at the helm. Security chief goes over his reports, and begins scouring survivors for intelligence. He has film inside the MK, including a video of several supernaturals in Tomorrowland, who he identified as the party members, and included in his list of people to get in contact with.
The party is contacted by Hans, who is impressed that they managed to get in the park (and out again). Since this was an inside job, having a few unknown outsiders on hand could be useful, so he deputizes them all and gives them more free reign in the park, as well as information and technology. They set off for the park again, intending to go straight to the source.
Hans is the only one to leave Epcot during the night--to contact an informant. The informant tells him that the area Garou organized incredibly quickly--too quickly. He also discovers that the white vans he'd been hearing about were coming up the highway from Clearwater. Margaurite begins contacting other Camarilla cities and officials to ask for aid.
This never happens:
The Garou assemble on Main Street and are given their assignments. They've been divided up into mini-packs, with quadrants of the park to rome, and strict instructions on what to do with passers-by. Mortals are to be left alone. As are all cast and the temp crew. Vampires are fair game. During the day they are to retire to underground bunks in designated areas of the park. The running of the park will be handled by the consultants. Any Garou who do not wish to stay can return home or go to the Animal Kingdom for a while. The park, they are promised, will soon be accomodating for their kind.
Silvertail slowly begins to realize they've been had. The tips about security and access codes he'd gotten seemed too good to be true; the offer of assistance running the park during the chaotic transition period... he is just beginning to wonder what it's really all about. But before he can say anything, the temps whisk him off to head up their important business meetings. They really do seem to be listening to him...
The new cast area under Splash Mountain is completed and the cast are all relocated there and indoctrinated in shifts as they come off work (E-meter readings, various psychological and physical tests, interrogation, etc.).
Because this happens instead:
The party proceeded to the castle without passing go and without checking for traps. The Garou are all assembled on Main Street waiting for instructions from their creepy clipboard-carrying overseers. During the middle of the fireworks show, and before the assembly can even begin, the castle explodes and chaos ensues park-wide.
Cinderella's castle is in smoking ruins. The garou are running wild over the rubble. Some are oddly drawn to it, and begin digging. Others seem to be almost manic--frantically running and yipping, fighting and snarling. Some are oddly quiet, or have fled.
The scientologists, as they planned, stand back. They seal off the park, now having the excuse to do so.
The party digs out, watching the odd-acting garou. They escape MK with the help of some section operatives and Hans. They are healed (again) and returned to their haven at Martin's house.
The explosives in the castle were wired to bring the house down, yes, but also to fracture the concrete slab beneath the castle and expose what lay beneath. What is there is a source of great mystery. Some believe it to be the sons of Tremere, encased by their father in a fit of pique. Some believe it is Xenu on earth--five supernaturals created by the race of aliens who will initiate the return of their forebears and the ascention of true members of the Church.
The scientologists, as they planned, stand back and watch as pandemonium rages in the MK. Many of the garou are now frantically digging at the ruins, and by daybreak some will reach the slab.
Bashir and Withrow arrive and are checked and settled in to their respective rooms.
The first news of Dizney hits the Kine papers--a report about a sharp rise in on-property crime.
Things that happen night 3:
The party's van has been delivered, stocked with the items they requested, plus a variety of standard field equipment. A shadow team is also provided, whether they accept one or not. Difficulty to spot is high.
It is 106 miles from Orlando to Tampa. Travel time will be approximately 2.5 hours.
Hans is getting regular reports from the party's progress from the shadow team that is trailing the party. He is preparing a team to go in and investigate the slab.
The werewolves digging at the site that reach the slab begin to clear it. Whatever is under the slab begins picking them off one by one, simply yanking them down between rocks, crushing them and sliding their pulverized bodies below for consumption.
In Clearwater, the party will find the office of the Clearwater Staffing Agency, a temp agency that specializes in large crowd control--big events like Super Bowls, the Olympics. The office itself is a large warehouse--a portion of it is converted to a garage and motor pool and a fleet of white vans, SUVs, and sedans sits out back. A covered garage houses a handful of luxury cars, stretch limos, Bentleys, and the like. The building itself is the favored blank concrete. Large display windows look into the busy front office, but are the only windows into the building. Inside is nicely appointed, if modern and sparse. A large circular desk with a handful of receptionists sits in the middle of the room, surrounded by a waiting area where a half-dozen people sit or stand, waiting. The receptionists are friendly, but cannot make an appointment with Joel. They give you his card to call for an appointment, and if the group is insistant will dig up Mandy to talk to them.
If they post as OHSA inspectors, they will be given a tour of the facility. It is in order--supernaturally so--and everything is spotless and clean. There are computer labs and training grounds, a firing range and a medical lab, research areas and classrooms for instruction. The facility fills several warehouses on the block, with some private spaces taken out of it (private chambers hide other labs and offices, where not-as-legal goings-on are hidden from mortal eyes). The company will of course check out the inspectors and their credentials will only hold out so long. They will let them tour, however, figuring they will find out more about their intentions by not letting on they're suspicions.
If they ask to see the manager or be taken to their leader, basically, they will get on Joel's schedule that way.
If they call, Mandy will make an appointment with him for the next day. If they are persistant, she will see them then, and find a half-hour in the afternoon if they seem polite and don't cause trouble. Mandy is human, a brunette, small-boned. Very polite, very formal, happy to go over standard public records, etc., but will not divulge the name of a client without a search warrant or other legal documentation.
Joel Gray is a demon--an accountant demon, a medium-level Scientologist with some access to the Church offices. He is old, and small, with round glasses and beady eyes. His tongue is forked, and he has powers that make his speech oddly compelling. (Similar powered sups roll to resist.) He assures them he is on the up-and-up, as he's been in the pocket of the former Prince's aide, Michael Jones, for some time. Jones, who has been living in Utah, heard about the downfall of Judd's most precious prize, and has stepped back in to... help.
Jones had ordered up the white vans, the carefully-trained staff. He had paid a fortune to have them prepared, ages ago, and the CSA had kept their word. Hundreds of temps were trained to take over the operation of Disney's main parks, if ever an emergency situation occured and they were needed. The Garou attack was just that kind of contingency. It was unfortunate, yes, that the leadership of Dizney had grown lax towards the wild swamplands around the park... but that kind of carelessness, aye, has a price.
The duration of the temp staffing is unknown. The word of last night's explosion has reached Gray--he blames it on the Garou. He claims to be unaware of any entity beneath the castle's foundation.
Word of last night's explosion has also reached Michael Jones, and his is preparing his coterie to travel to Florida the following night on his private jet. Grey will attempt to hide this knowledge from them?
Things that happen on Night 4
Bashir and Withrow spend the night at the parks. They could make themselves available to the PCs at the bar, in Downtown Dizney, etc.
The Garou are exhausted from the late night before and keep a minimal presence in the MK. Silvertail calls his pack together and they discuss the recent events. He is disconcerted, as are Snow and Charles. He has sensed the thing under the castle, and it does not bode well. The brothers Southland and Ted are delighted at the turn of events and insist that whatever deal the guys in the vans have going on, it's better than MK under the Kine. There's blood everywhere and the park is wide open to them. Silvertail and Charles try to push the younger weres, and the youths storm out into the night to roam MK. Silvertail, Charles, Snow and a frightened Corey try to figure out what to do--they can't disband the pack, but they can't force the others to go along if they refuse.
Margaurite and her staff prepare one of the banquet halls at Epcot for the next night's meeting. The new Prince of Florida will be there, as will a regional representitive, plus Judd Erwin and a host of outside notable vamps who can offer assistance (Withrow, Bashir, etc.). Security is extremely tight and Hans is stuck to her side like glue overseeing every tiny detail. They are also deeply concerned about MK, but figure that all hell breaking loose was inevitable in the new climate, and now the job will be to pick up the pieces, once the place is through burning.
Hans, however, is highly concerned. He has received reports from the castle's foundation and they're not good.
Pandemonium has continued to reign at MK, which is closed for the first time in its history. The garou are still running wild, by the hundreds, frenzied in a way noone has ever seen before. Even during the day, many of the were-kind continue to dig while in their human form, oblivious to the wounds made on their human bodies. The explosion site is beginning to resemble an apocalyptic zombie film, with gaunt and haunted garou wandering about in tattered clothes, focused only on digging through the refuse.
Michael Jones and his coterie board their private jet around 7PM in Utah and arrive in Orlando around 2 in the morning. They immediately proceed to hole up at one of the Dizney properties where they have allies, where Joel Grey should be waiting for them. They plan to work deep into the night planning their next move in MK. But is Joel Grey going to meet them? Or has he met some other fate at the hands of the party?
Things that happen on Night 5
The Garou are restructured by the Scientologists and Michael Jones. Silvertail and his pack are shown the door. The brothers Southland betray the pack and give Silvertail up by revealing the things he had said the day before. They are trying to decide what to do with Silvertail when word of the vampire conclave reaches the Scientologists. Silvertail is set aside to be dealt with later as they scramble to gather intel about the meeting in Epcot. Snow and Corey are with him, and the three wolves manage to slip their keepers and exit the park.
MK remains closed, though the number of garou has thinned substantially. Many have wandered off, too exhausted and incoherent from lack of rest to continue digging, while others have died in the process or simply disappeared. Bodies litter the park.
The war conclave happens, and in the middle of it, Michael Jones arrives with his coterie and declares himself--as former second and prince-of-rank, in charge of the Dizney properties. Chaos ensues.
Things that happen on Night 6
Things that happen on Night 7