So first and foremost - identify your stuff. Immediately. All those unID-d wands are giving me an ulcer. Evoke all the wands [they all ID on use nowadays], then wear/scroll ID the rings - you have innate rPois and rElec which are the two optional resists for Lair, but Gargoyles live and die by their resistances, since your HP is so low and armour - so high. rF would be decent since Lindwurms can and will ruin your day. For general dungeoneering purposes you absolutely want to have a pip of rF and rC, and all the MR you can find.
Scrolls of Fear and Fog are what you're specifically looking for when doing the Lair. Blinking is nice and all, but it's rare and Fear can do the same job and fog can do miracles to shadow your escape from a dragon or Norris or what have you. If you get Shoals don't forget you can use scrolls of Noise and Wands of Lightning to cancel the mesmerise [which I didn't know until like 2 days ago
]
Your skills look OK - that Dire Flail requires 14 skill to hit mindelay, I believe. You can
probably turn fighting off and get M&F and Armour a bit higher, after which decide whether you are going two-hander or 1h&shield. If 2H, try to find some of the fancy new evokables - Phials of Floods and Fans of Gales are the best, Lamp of Fire is ok, some of the rods rule. If there are any available, get some Evo skill - I'd say about 7-10, but I know nothing of break points nowadays so someone else should be able to give you actual information. Don't forget to use the bloody things - they recharge with EXP gained.
If 1H, Control-F for a "buckler" - it only requires 5 skill to eliminate melee penalty and is decent defensive bonus.
Ideally you'll want Evocations & Evocables on a Troglodyte anyway, but the above, I feel, is the best schedule - someone else feel free to correct me. Train fighting and Armour, summon your Trogbros whenever the situation gets shaky, don't try to hold out for gifts. On a Troglodyte you
will get your favourite weapon, the only question is will you be alive long enough to use it.
As for branches, do Lair till L:8 - don't do L:8 if you feel unsure about it. After that Orc 1-4, again - careful with 4. Do the Dungeon, then the easier of your Lair branches. For me they go Swamp -> Shoals -> Snake -> Spider, but your opinion may differ. Spider is a lot easier on a Gurgle, since they have a ton of armour and innate rP. Dangerous enemies in Lair are : Death Yaks -> horrible melee; Katoblepas -> shoot calcifying dust, not dangerous for Gargoyles, but remember them for future reference; Blink Frogs -> pretty decent melee, don't let yourself get surrounded; Elephants -> knock you away from staircases; Lindwurms -> heavy Fire damage; Hydras -> hydras; Komodo dragons - heavy melee, cause sickness - not a problem for gars, again - future reference; random uniques.
Main dangers are Hydras and Swamp dragons in Swamp, Merfolk Aquamancers and Impalers in Shoals, Greater Nagas, Naga Sharpshooters, Naga Ritualists and a ton of other stuff in Snake. Get to Branch:5 and leave and do the other branch. The final levels of the branches are much more dangerous than the previous ones. Get Vaults 1-4 if you are still feeling unsure, then go back and do the branch ends.
Search every new enemy on the bots :
http://crawl.develz.org/wordpress/bots, they seem to be a bit broken but still work. Alternatively,
https://loom.shalott.org/learndb.htmlOther than that, good luck with your run!
edit : welp dead again to a hasted mighter small abomination. FML