Maybe a bit late for Freetext Friday, but how can I resist?
I like most of this. The door knockers are a nice twist on a classic standby that could make for a bit of fun. The waterlogged keep is a good set-up for some interesting encounters, and I really like the idea of the castle as sort of locking up all of the area's moisture. By perhaps reducing the destruction, and speeding up the area's recovery, this is a quest that could easily result in a home base for the players. I think that between the revival of the surrounding area and dealing with possible remnants of Crocell and his former minions there is potentially a lot still to be had there. Of course, fleeing a collapsing castle is fun, too.
The final encounter, though, doesn't really do it for me. While I appreciate the 5 Room Dungeon format, I feel like you've taken six potentially interesting encounters and crammed them into one big fight in order to stick to the design (actually, I guess it depends on the game - I can see how it could work for some).
I am of mixed opinions on this one.
I think some of these guys are pretty interesting: the Thinner, the Berserker, and Billy stand out in particular. A lot of the other ones work as the typical decent "filler" (you know: not bad, but not the most interesting, either). And I can definitely imagine using this list for inspiration (just looking at it gives me some Deadlands ideas).
On the other hand, though, some of these guys are kind of duplicates (the first one and the Knight of the Shroud, for example, are very similar, and, really, so are the Ent and the Tribal Warrior). Also, in my opinion, something about the style makes this a little hard to read - I think it might be a bit too wordy.
This is an evocative post - the idea of a floating raft city is a cool one, and there are some interesting ideas (the mention of the city taking shelter during a hurricane particularly intrigues me). Adding floating raft city to already interesting New Orleans is bound to make for potential.
My problem with it is that I want more. You say it maintains relations with island nations, but how? Exporting food, cessation of pirate attacks, monetary support to corrupt dictators? What are the logistics of a raft city like? Are there people who have to dive down and scrape barnacles off of the bottom? Does the city have big desalinization plants, or does it depend on rain or trade for water? There should be something interesting in all this stuff?
I guess, overall, there's enough here for players to hear about, or pass through, but not enough to include it as the major locale that the text implies it should be.