I rather like this one. Wizards in fantasy always seem to be partaking in assorted drugs, pretty girls, and other worldly pleasures, and given the expansion of magic in most fantasy games, I think that this is a good expansion of that. I think it would be an easy place to insert into the average campaign, and I can imagine using it in a 'School of Magic' sort of game in addition to more traditional fantasy.
My only gripe is the organization. I think it would have been nice to have some sort of description of the resort aspects near the beginning, because that seems like the most important part.
Also, 2003 was a year before you showed up? I apparently showed up in '05, and it seemed like you already had a bajillion posts when I got here.
I like it - it's an interesting "impenetrable fortress" that could be good as a major feature of a campaign world. I kind of agree with Agar in that it's a bit hard to imagine how the players would really interact with the castle. Your response to his comment is a great example, and sounds like a good plot arc, but I would have liked a few more plot hooks, I guess.
I feel like this post is sort of aimed wrong. The most interesting parts of the submission are the backstory and the "pyramid scheme of blood," to quote EchoMirage. But I feel like both of those are sort of neglected in order to focus on the less important business of describing a vampire's powers. Since these guys aren't too different from normal vampires with regards to their abilities, I would have preferred a short bit on abilities, with more detail on the rest. You say that an NPC post is coming for Anaszt; I think that this might have been better suited to being a small part of that post.
As relates to this, though, I am curious as to the extent of their regeneration. You say that they can regenerate even lethal wounds. How lethal are we talking about? Stabbed in the lung lethal? Decapitated lethal? Burned to ashes lethal? Because if it's either of the latter, I don't see much good luck for any vampire hunters, even without a magical surprise.
To some extent I agree with EchoMirage, but in another way I think that leaving her a bit bland except for the vampirism suits the character.
I think that there's a lot of potential fun to be had in exploring her relationships. Does she want revenge on people from her life? If so, she probably doesn't want to turn them (after all, she liked becoming a vamp). Or maybe she thinks it would be a fitting punishment. What about the guy who attacked her? Does she ignore him? Desire to show gratitude? Want revenge/to prove her dominance? There's a lot to play with there.
Two very minor quibbles, though: 1) I don't get why you called her an Artistic/Performance NPC. And 2) I don't know that I've ever seen a vampire that can fly; at least, not without turning into a bat (actually, there was that Batman vs. Dracula cartoon - Dracula might've been able to fly in that). No problem, just an interesting choice.
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.