The fortress

As you leave the town you follow the old road heading south. The overgrown road winds through rocky downs, near stands of old-growth oak, and past abandoned farms.
The Old Road passes to the east of a narrow ravine that stretches for several miles. Following the map you head to the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths.
A few similar pillars are visible on the opposite side of the ravine.
A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine.
The Old Road passes to the east of a narrow ravine that stretches for several miles. Following the map you head to the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths.
A few similar pillars are visible on the opposite side of the ravine.
A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine.
Comments
Roll a perception check
Best Skills: Arcana +5 / Investigation +5 / Religion +5
Languages: Dwarvish, Common, Elvish, Goblin, Draconic
Arcane Recovery: 1 time per day after short rest, recover spell slots = 1/2 character level
Evocation Savant: 1/2 the gold and time required to copy evocation spells to spellbook
Sculpt Spells: Safety within evocation spells for characters # = 1 + spell level
Darkvision: 60 ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Trance: Trance for 4 hours equivalent to 8 hours of sleep
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d8 + 3)
Shortsword: Piercing (Roll: 1d6)
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d6 + 3)
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d10)
Ray of Frost: Cold
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d8)
Mending
Prestidigitation
[Attack] (Roll: 1d20 + 3)
[Damage] (Roll: 3d6)
DEX saving threshold: 13 (1/2 damage w/success)
*Magic Missile: Force
[Attack] (Roll: 1d20 +3)
[Damage] (Roll: 1d4 +1) for each dart (x3)
*Shield: +5 AC bonus for 1 round
*Sleep: (Roll: 5d8)
*Alarm (R):
Detect Magic (R): Audible within 60', Mental within 1 mile
Mage Armor: 13 AC + dex
Catapult: Bludgeoning (5 lbs. max)
[Attack] (Roll: 1d20 + 3)
[Damage] (Roll: 3d6)
DEX saving threshold: 13 (1/2 damage w/success)
Natural 1
Sadly he decided to spunk out his action before you all discussed tactics.
Your search reveals the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny.
You hear his cry of pain and the crash of his armour as he hits the bottom in the darkness.
Take 15 points of damage.
Best Skills: Arcana +5 / Investigation +5 / Religion +5
Languages: Dwarvish, Common, Elvish, Goblin, Draconic
Arcane Recovery: 1 time per day after short rest, recover spell slots = 1/2 character level
Evocation Savant: 1/2 the gold and time required to copy evocation spells to spellbook
Sculpt Spells: Safety within evocation spells for characters # = 1 + spell level
Darkvision: 60 ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Trance: Trance for 4 hours equivalent to 8 hours of sleep
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d8 + 3)
Shortsword: Piercing (Roll: 1d6)
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d6 + 3)
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d10)
Ray of Frost: Cold
[Attack] (Roll: 1d20 + 5)
[Damage] (Roll: 1d8)
Mending
Prestidigitation
[Attack] (Roll: 1d20 + 3)
[Damage] (Roll: 3d6)
DEX saving threshold: 13 (1/2 damage w/success)
*Magic Missile: Force
[Attack] (Roll: 1d20 +3)
[Damage] (Roll: 1d4 +1) for each dart (x3)
*Shield: +5 AC bonus for 1 round
*Sleep: (Roll: 5d8)
*Alarm (R):
Detect Magic (R): Audible within 60', Mental within 1 mile
Mage Armor: 13 AC + dex
Catapult: Bludgeoning (5 lbs. max)
[Attack] (Roll: 1d20 + 3)
[Damage] (Roll: 3d6)
DEX saving threshold: 13 (1/2 damage w/success)