Let's talk more Turtle WoW while it's still around, shall we? Next on my list to explore and write about were the two custom dungeons Crescent Grove and Stormwrought Ruins.
Crescent Grove is a level 32-38 dungeon located in southern Ashenvale. I actually played through this one last year already, and did originally mean to write a post about it at the time - but then it turned out to be kind of boring, and I was like "wow, this is not enough material for a post, I'll have to bundle it up with whatever the next dungeon on the list is and write about them together". And then I lost interest, naturally.
To be clear, Crescent Grove is not a bad dungeon. I had a perfectly fun time running it with a friendly pug. It just seemed pretty uninspired, especially after my previous experience in Dragonmaw Retreat. I couldn't help but think that it must've been one of the first dungeons the Turtle WoW devs built by themselves, as it actually didn't feel very dungeon-like and nothing about it felt in any way original. To me it kind of felt like someone was just familiarising themselves with the devs tools and played around with Ashenvale assets, adding a little vale to the map where they tried out all the different environmental textures available in the zone and populated it with matching mobs, such as furbolgs, satyrs and demons.
I checked the Turtle WoW Wiki and according to that, Crescent Grove was added at the end of 2021 - compare that to Dragonmaw Retreat coming out in 2025. It makes sense that they would've learned some things about how to do more interesting things with the tools available to them over the course of four years.
Stormwrought Ruins on the other hand, a level 35-41 dungeon, came out in the same patch as Dragonmaw Retreat, and boy, does it show. The first time I zoned in and opened the map, I was stunned by how massive it was. It's not quite as sprawling as BRD, but in terms of number of bosses it certainly comes close.
I'd been aware from the group finder that it had two Stormwrought instances listed, Castle and Descent, but I hadn't realised that it was effectively one giant dungeon that they'd just split into parts for the sake of the queue. I was quickly introduced to how that worked as the first group I got into only wanted to do the higher-level half and headed straight for the back door, even though I'd specifically queued for the first half. I didn't feel like I was in a position to complain and was just happy to take in whatever sights they were willing to show me.Like Dragonmaw Retreat, Stormwrought Ruins goes extremely hard on the ambience. The custom music featured what sounded like church bells, choirs and... synthesisers? I don't know, music is not my area of expertise. But it was very loud and basically screaming "epic and scary stuff is happening here" (you can listen to some of it on this playlist).
Like everything else on Turtle WoW, all the environments and bosses were strongly reminiscent of existing dungeons, but unlike in the Crescent Grove example above, existing assets were put together in a way that still felt refreshing and new, even if it was clearly a derivative creation. The first half set in the castle reminded me of Shadowfang Keep and Scarlet Monastery in places, which makes sense when you think about it. That didn't change that the Duke's throne room looked pretty cool and impressive.
Also, the mobs were mostly (Stormreaver) orcs, which did make for an interesting combo with the human architecture. One of the bosses was Oronok Torn-Heart, and I've got to admit that with this one, I definitely felt a bit bad about killing him, recalling his canonical retirement in Outland as a peaceful boar farmer.
The mid section of the dungeon, where the two halves meet, is dominated by wetness and fungal decay, reminiscent of Maraudon or the Naxx plague wing. There's a room with a death knight boss that was pretty intimidating.
You encounter members of the Shadow Council as trash mobs throughout, but the final section of the instance is dedicated to them in specific being, well, horrible, conducting human sacrifices and shit. The penultimate boss was a giant red blob called "Remains of the Innocent" and there's a quest that has you confirm that this used to be the missing son of a grieving mother in Northwind. It strongly reminded me of Scholomance, but even that has less of a downer ending, because at least you give the ghosts some peace at the end.
The second group I ran with did the full dungeon from start to finish and it took us something like two and a half hours. At the end, people wanted to pose for a screenshot together, which I thought was cute. A true adventure! In both runs, the more experienced players had been more than happy to explain to us newbies how everything worked as well, which was very much appreciated.
























