Gwylan's Stand

Gwylan's Stand offers neither sanctuary nor succor, only the promise of death to the unlucky or unwise. {{Quest Gwylan Fellthistle was a ranger whose heroic sacrifice secured the region of Gwylan's Stand for House Phiarlan. Recently, House Thuranni claim jumpers invaded Gwylan's Stand and began pillaging its ruins, defying both Phiarlan's claim and Fellthistle's legacy. Sabotage House Thuranni's supplies and slaughter their mercenaries to drive them out of Gwylan's Stand.
 * name=Gwylan's Stand
 * level=7
 * duration=Very Long
 * xp={{xpcolors|solo=2,220|normal=3,940|hard=4,180|elite=4,420}}
 * loc=Gwylan's Stand
 * npc=Coralay d'Phiarlan
 * zone=House Phiarlan
 * patron=House Phiarlan
 * favor=6
 * mappic=M_gwylan's_stand.png
 * maplegend=yes
 * othermap=yes
 * mappic2=Troll Cave.jpg
 * thirdmap=yes
 * mappic3=North Complex.jpg
 * fourthmap=yes
 * mappic4=West Complex.jpg
 * fifthmap=yes
 * mappic5=South Complex.jpg
 * free=yes
 * overview=
 * obj=
 * Find and collect eight stashed House Phiarlan cylinders
 * Empty the stashed cylinders into House Thuranni's supply crates
 * Kill Crippler Bigfoot
 * Kill Vargo Bodybreaker
 * Kill Yarlbur
 * Kill Suropox
 * Kill the mercenary leader, Zared Mightyhoof
 * (Optional) Kill the Thuranni ranger, Lyardiir Arrowfel (5% of base XP)
 * (Optional) Kill the Thuranni sorcerer, Arlyn Feathercrest (5% of base XP)
 * (Optional) Kill the minotaur mercenary, Twin Horn (5% of base XP)
 * (Optional) Kill the minotaur mercenary, Maneater (5% of base XP)
 * expect=
 * Traps (fixed)
 * Randomly placed control panel
 * traps= Trap DCs

Entry of the Ruins

 * On the top and bottom of the second set of stairs on entering the ruins there are spike traps. The bottom is disabled by a panel on the wall to the left just next to the first spike trap, the second is on the wall to the right above the stairs.

North part of the Ruins

 * At the first intersection, there is a set of spike traps at the bottom of the north stairs. There is a panel for it on the east wall just above the stairs.
 * On the stairs going down in the north side courtyard are lightning traps. The panel should be on the wall to the left before you go down the second set of stairs.
 * Off towards the east heading towards the north temple on a block is a spike trap. The panel is on the wall to the right before jumping or climbing up on the block.
 * In the north temple going down the ramp on the right side fork on the first three columns are three frost traps. The panels are on the column with the traps. The first is on the left, the second is on the right, the third is on the left left. There's also a trap at the left fork at the bottom ramp before getting to the gate.  The panel is on the right of the first column.

West part of the Ruins

 * On the stars leading up to the west temple from the first intersection there are 2 sonic traps. One panel should be on the ground level to the left of the stairs and one at the top of the stairs on the left.
 * In the west temple there is a trap in the middle of the pillars in the Supply Crate room. The panel is located on the Southeast Pillar

South part of the Ruins

 * At the first intersection, there is a set of spike traps at the bottom of the south stairs. There is a panel for it on the east wall just above the stairs.
 * After the south Stair Spike trap, where the pathway narrows, there is a firetrap. The panel is on the wall to the left outside of the narrow area.
 * Up the northern staircase in the southern courtyard is a path with miscellanious traps along it. There is no panel for these.
 * At the end of the trapped path is a chest with 4 sonic traps. The panel should be located on the wall to the left of the chests, on the far side of the pillar.
 * At the first landing in the southern temple there are blade traps at the top of the next ramp going down. the panel is on the east wall.
 * Arlyn Feathercrest may (sometimes?) be found in the southern cavern.

The ruin is full of traps; do let the rogue lead once your party reaches the ruin.
 * misc=

The northern and western entrances inside the ruin will lead you down into some underground complexes; for each complex there is a central chamber with a shrine as well as a huge crowd of mobs. The southern entrance will lead to a similar complex where the final boss awaits. Scattered throughout these complexes are several devices that hostile NPCs will attempt to use when they spot you, and if they are not stopped in time, certain traps will be triggered.

This quest may be difficult to solo as the eight cylinders are very heavy. Carrying more than one or two will cause a low STR player to become burdened. Hirelings will not pick up the containers for you. }}
 * chest=?
 * npcreward=?
 * unique=yes
 * monsters= Elves (Fighter/Wizard, Fighter, a few barbarians and necromancers). Minotaur warriors, berserkers, shaman (they like fireball!), trolls, hobgoblins.