Image 1 of 24
Image 2 of 24
Image 3 of 24
Image 4 of 24
Image 5 of 24
Image 6 of 24
Image 7 of 24
Image 8 of 24
Image 9 of 24
Image 10 of 24
Image 11 of 24
Image 12 of 24
Image 13 of 24
Image 14 of 24
Image 15 of 24
Image 16 of 24
Image 17 of 24
Image 18 of 24
Image 19 of 24
Image 20 of 24
Image 21 of 24
Image 22 of 24
Image 23 of 24
Image 24 of 24
Dungeons & Dragons Accessory Arms and Equipment Guide 1st Print 2003 (A)
Dungeons & Dragons Fourth Edition Accessory Arms and Equipment Guide 1st Print 2003
MINOR FLAWS ON COVER AND MINOR WRITING INSIDE COVER. PAGES HAVE SOME WRINKLES. PLEASE SEE PICTURES FOR EXAMPLES. PRE-OWNED AS IS.
Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover
Brand Wizards of the Coast
ISBN 0-7869-2649-X
Year 2003
UPC 9780786926497
MPN 881590000
Character Family Dungeons and Dragons
Country of Origin United States
Book Title Arms and Equipment Guide
Book Series Dungeons and Dragons Accessory
Publisher Wizards of the Coast
Item Length 11.2 in
Publication Year 2003
Format Hardcover
Language English
Illustrated Yes
Item Height 0.5 in
Author James Wyatt, Jeffrey C. Quick, Jesse Decker, Rich Redman, Eric Cagle
Features Revised
Genre Games & Activities
Topic Role Playing & Fantasy
Item Weight 23 Oz
Item Width 8.3 in
Number of Pages 160 Pages
Additional Product Features
Intended Audience Trade
Edition Description Revised edition
Synopsis
Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including: A caravan load of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flame shroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
Dungeons & Dragons Fourth Edition Accessory Arms and Equipment Guide 1st Print 2003
MINOR FLAWS ON COVER AND MINOR WRITING INSIDE COVER. PAGES HAVE SOME WRINKLES. PLEASE SEE PICTURES FOR EXAMPLES. PRE-OWNED AS IS.
Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover
Brand Wizards of the Coast
ISBN 0-7869-2649-X
Year 2003
UPC 9780786926497
MPN 881590000
Character Family Dungeons and Dragons
Country of Origin United States
Book Title Arms and Equipment Guide
Book Series Dungeons and Dragons Accessory
Publisher Wizards of the Coast
Item Length 11.2 in
Publication Year 2003
Format Hardcover
Language English
Illustrated Yes
Item Height 0.5 in
Author James Wyatt, Jeffrey C. Quick, Jesse Decker, Rich Redman, Eric Cagle
Features Revised
Genre Games & Activities
Topic Role Playing & Fantasy
Item Weight 23 Oz
Item Width 8.3 in
Number of Pages 160 Pages
Additional Product Features
Intended Audience Trade
Edition Description Revised edition
Synopsis
Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including: A caravan load of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flame shroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.

