Console:
Stack:0: 41 00 0C 00 73 70 61 77 - 6E 73 63 72 69 70 74 73 | A...spawnscripts
11:05:39 D Command: Player 'Guardian' (2), Command: spawnscripts
11:05:39 D LUA: Loaded 1848 SpawnScripts
0: 41 00 06 00 73 70 61 77 - 6E 73 | A...spawns
11:05:45 D Command: Player 'Guardian' (2), Command: spawns
11:06:11 E Zone: Error Processing SpawnLoop, shutting down zone 'TimorousDeep'...
11:06:11 D Zone: Sending login equipment appearance updates...
11:06:11 D Zone: Calling clients.Remove(client)...
11:06:11 D Guilds: Sent guild member to a client.
11:06:11 D Guilds: Guild Member logged out.
11:06:11 D Zone: Removing client 'Guardian' (159) due to some client zoning...
11:06:11 I Zone: Scheduling client 'Guardian' for removal.
11:06:11 D Player: Toggling Character OFFLINE!
11:06:11 D CClient: Client Disconnect...
11:06:11 D Zone: Starting zone shutdown timers...
11:06:11 I Zone: Initiating zone shutdown of 'TimorousDeep'
11:06:42 E Mutex: Possible deadlock attempt by 'ZoneServer::MMasterSpawnLock'!
Edit: And of course, trying the exact same steps, it doesn't crash this time. Hopefully you see something obvious in the stack.ntdll.dll!7c81a229()
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
ntdll.dll!7c87b559()
ntdll.dll!7c854c7f()
ntdll.dll!7c87caec()
ntdll.dll!7c85567a()
ntdll.dll!7c83e448()
ntdll.dll!7c829dc9()
ntdll.dll!7c83e66d()
ntdll.dll!7c83e448()
ntdll.dll!7c829dc9()
ntdll.dll!7c806ef7()
EQ2World__Debug.exe!_unlock(int locknum) Line 375 C
EQ2World__Debug.exe!_free_dbg(void * pUserData, int nBlockUse) Line 1267 + 0xc bytes C++
EQ2World__Debug.exe!operator delete(void * pUserData) Line 54 + 0x10 bytes C++
EQ2World__Debug.exe!std::allocator<std::_Tree_nod<std::_Tmap_traits<QuestStep *,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<QuestStep *>,std::allocator<std::pair<QuestStep * const,std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,0> >::_Node>::deallocate(std::_Tree_nod<std::_Tmap_traits<QuestStep *,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<QuestStep *>,std::allocator<std::pair<QuestStep * const,std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,0> >::_Node * _Ptr, unsigned int __formal) Line 182 + 0x9 bytes C++
EQ2World__Debug.exe!std::_Vector_val<CollectionRewardItem *,std::allocator<CollectionRewardItem *> >::~_Vector_val<CollectionRewardItem *,std::allocator<CollectionRewardItem *> >() Line 458 C++
EQ2World__Debug.exe!std::vector<CollectionRewardItem *,std::allocator<CollectionRewardItem *> >::~vector<CollectionRewardItem *,std::allocator<CollectionRewardItem *> >() Line 706 + 0xf bytes C++
> EQ2World__Debug.exe!Spawn::~Spawn() Line 113 + 0x111 bytes C++
EQ2World__Debug.exe!Entity::~Entity() Line 60 + 0xa5 bytes C++
EQ2World__Debug.exe!NPC::~NPC() Line 112 + 0x2d bytes C++
EQ2World__Debug.exe!NPC::`scalar deleting destructor'() + 0x16 bytes C++
EQ2World__Debug.exe!ZoneServer::DeleteSpawns(bool delete_all) Line 995 + 0x22 bytes C++
EQ2World__Debug.exe!ZoneServer::~ZoneServer() Line 185 C++
EQ2World__Debug.exe!ZoneServer::`scalar deleting destructor'() + 0x16 bytes C++
EQ2World__Debug.exe!ZoneLoop(void * tmp) Line 4384 + 0x22 bytes C++
EQ2World__Debug.exe!_callthreadstart() Line 259 + 0xf bytes C
EQ2World__Debug.exe!_threadstart(void * ptd) Line 243 C
kernel32.dll!77e6482f()