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Dungeons and Dragons Arms and Equipment Guide HC (2003 WotC) comic books 1970 or later

  • Issue #1-1ST
    Dungeons and Dragons Arms and Equipment Guide HC (2003 WotC) 1-1ST


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    This item is not in stock at MyComicShop. If you use the "Add to want list" tab to add this issue to your want list, we will email you when it becomes available.

    1st printing.

    By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt.

    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:
    oA caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.
    oOver 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.
    oOver 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.
    oRules for vehicle combat on land, sea, and air.
    oWithin these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.

    Hardcover, 8 1/2-in. x 11-in., 160 pages, full color.

    NOTE: To use this accessory, a Dungeon Master also needs the Players Handbook and the Dungeon Masters Guide. A player needs only the Players Handbook.

    Cover price $26.95.

  • Issue #1-REP
    Dungeons and Dragons Arms and Equipment Guide HC (2003 WotC) 1-REP


    (see more images)

    This item is not in stock at MyComicShop. If you use the "Add to want list" tab to add this issue to your want list, we will email you when it becomes available.

    2nd and later printings.

    By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt.

    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:
    oA caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.
    oOver 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.
    oOver 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.
    oRules for vehicle combat on land, sea, and air.
    oWithin these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.

    Hardcover, 8 1/2-in. x 11-in., 160 pages, full color.

    NOTE: To use this accessory, a Dungeon Master also needs the Players Handbook and the Dungeon Masters Guide. A player needs only the Players Handbook.

    Cover price $26.95.