Oh I don't know I could have advanced them to 40 th level so that it would be an epic encounter

, I really don't expect to get that far unless a lot of people helped but my game will be running for the next two years at least so I will still be putting out rooms I image we shall see, though I don't think I could use these as they are from Dragon so they would violate my 100 OGC rule.
Davemage: oh come now I think you could find time for one room in Region D
CHALLENGE!
I here by challange all Ye who post to this board. Do one room in region D (though you may want to say your working on it ahead of time so as not to duplicate any work.)
Requested as follows, Advance the Encoutner level by 3 to 4, remeber to increase DCs and Encounter conditions by this level as well. DO NOT CHANGE THE ENCOUNTER.
Here follows rooms d2 and d2
Region D; Section D1-D6; Room D2
Encounter Conditions: Fear increases to DC 20
Wailing stone golem see room D1
Region D; Section D1-D6; Room D3
Increase search DC to find a hollow stone to DC 30
Encounter Conditions: Fear increases to DC 20
10 DERRO GUARDS
Small Monstrous Humanoid, 4th level warrior
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 19 [ (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
**27 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 21, flat-footed 25
Base Attack/Grapple: +7/+3
Attack: Short sword +8 melee (1d4/19-20) or repeating light crossbow +12 ranged (1d6/19-20 plus poison)
Full Attack: Short sword +8/+3 melee (1d4/19-20) or repeating light crossbow +12/+7 ranged (1d6/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use, spell-like abilities, sneak attack +1d6
Special Qualities: ** Improved evasion, madness, spell resistance 19 vulnerability to sunlight,
Saves: Fort +7, Ref +6 (**+14), Will +7
Abilities: Str 11, Dex 14, Con 14, Int 10, Wis 5*, Cha 16*
Skills: Bluff +5, Hide +14 (**+24), Listen +1, Move Silently +8,
Feats: Weapon Focus (repeating light crossbow), Improved Initiative, point Blank Shot,
Challenge Rating: 6
Alignment: Usually chaotic evil
COMBAT
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Focused black adder venom Injury DC 13 initial 1d6 con secondary 1d6 con, . Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will-darkness, ghost sound; 1/day- daze (DC 13), sound burst (DC 15). Caster level 7th. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
** Improved Cover (Ex): as long as the derro are within able to take advantage of the towers defenses they gain the benefits of Improved cover.
Skills: Derro have a +4 racial bonus on Hide and Move Silently
Equipment: 20 Masterwork bolts
I will be working on D4-6 next