Yepper!I wasn't even aware there were 7 4e modules out
Yepper!
H1 Keep on the Shadowfell ("H" as in Hero) (for levels 1-3)
H2 Thunderspire Labyrinth (for levels 4-6)
H3 Pyramid of Shadows (for levels 7-10)
P1 King of the Trollhaunt Warrens ("P" as in Paragon) (for levels 11-13)
P2 Demon Queen's Enclave (for levels 14-17)
P3 Assault on Nightwyrm Fortress (for levels 17-20)
And then one without a code that is set in the FR and follows the adventure in Chapter 1 of the FR Campaign Guide that is called:
Scepter Tower of Spellguard (for levels 2-4)
I'm considering whether we should work Scepter Tower of Spellguard in after Keep on the Shadowfell, or just do bits of it then and more gradually along as we go through Thunderspire Labyrinth. Thats probably a bad idea, though, 'cause it would mess up the continuity of both adventures.
I don't see why not.Can I make a Headband of Intellect +1 instead of the Headband of Intellect +2 found in the DMG?
How do you get 1,700 gp? The cost is (Bonus squared) x 1,000 gp = 1,000 go for a +1 item. Also, the caster level is not a prerequisite for creating the item. That's the caster level of an item that has been found.I don't see why not. The cost of a +1 Headband would be 1,700 gp. But the Caster Level requisite is still going to be 8th, I'm afraid.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.