No longer. BUT Smokepowder is still 10 GP a shot when you get back to the Realms. I told my gun loving folk to take careful notes of the ammo the find during the book.
Ca you still buy the ammo when you are no longer in Spelljammer? Or can you craft it yourself with tinkering?
As far as I understand it no. The guns available in other adventures like Waterdeep came with specific rules allowing the character to buy/manufacture smokepowder and ammunition for the guns. However, those rules only apply to guns found in specific modules. There is no general way in any D&D material that allows a character to purchase powder and ammunition. Spelljammer does not contain such rules as far as I know.
As a result, the best advice is to log every gun and every bit of ammunition you find in Spelljammer content since at the present time there doesn't appear to be an AL legal way to obtain more. (Keep in mind that some of the AL DC adventures for Spelljammer can be a source of guns and ammunition).
At the moment, also as far as I know, there are no exemptions for Giff.
Ca you still buy the ammo when you are no longer in Spelljammer? Or can you craft it yourself with tinkering?
Yes, see the Waterdeep Season 8 where they talk about Smokepowder. page 53 of adventure league content catalog
Pistols and Smokepowder Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB. Smokepowder Packet Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
see also the magic item
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
Ca you still buy the ammo when you are no longer in Spelljammer? Or can you craft it yourself with tinkering?
Yes, see the Waterdeep Season 8 where they talk about Smokepowder. page 53 of adventure league content catalog
Pistols and Smokepowder Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB. Smokepowder Packet Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
see also the magic item
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
It would be nice if it was that easy to purchase ammunition. As far as I know there has been no general AL ruling that allows purchase of Smokepowder by any character (with or without a firearm)
The text you quoted says "A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder ", so the ability to purchase Smokepowder in WDH explicitly applies only to weapons that were acquired in WDH. As far as I know, there has been no general AL ruling extending the Waterdeep availability of Smokepowder to firearms acquired in any module.
Normally, you can only freely purchase items in AL if they are listed in the PHB. You can also acquire some items listed in other sources if the character plays content from those sources like the Yklwa from Chult which is available in ToA and possibly from the season 7 modules but only if you play them. In this case, the ability to purchase Smokepowder for ammunition is a feature of a weapon acquired in WDH and not every firearm now found in AL modules. (unless the Adaptation Guide or Campaign documents have some recent clarification).
The way I do it, is anyone with a gun at the end of session can by smokepowder.
Personally, I have no issue with that. I think that if AL are going to introduce guns as a common item then purchasing the ammunition should be a part of the weapon as it is with one's obtained in WDH. ( ... though if they are going to provide ammunition for guns then why not provide charges for the laser rifles/pistols from Rime of the Frost Maiden too? Where do you draw the line?)
However, currently, it is not AL legal to allow anyone with a gun to buy smokepowder so a DM could nope it if the character showed up with 1000 rounds of ammunition being played elsewhere.
The AL guidance for Spelljammer has not addressed this issue. When in doubt use the last available guidance on the subject. Unless you have access to something I missed on the Discord channel?
Ca you still buy the ammo when you are no longer in Spelljammer? Or can you craft it yourself with tinkering?
Yes, see the Waterdeep Season 8 where they talk about Smokepowder. page 53 of adventure league content catalog
Pistols and Smokepowder Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB. Smokepowder Packet Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
see also the magic item
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
It would be nice if it was that easy to purchase ammunition. As far as I know there has been no general AL ruling that allows purchase of Smokepowder by any character (with or without a firearm)
The text you quoted says "A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder ", so the ability to purchase Smokepowder in WDH explicitly applies only to weapons that were acquired in WDH. As far as I know, there has been no general AL ruling extending the Waterdeep availability of Smokepowder to firearms acquired in any module.
Normally, you can only freely purchase items in AL if they are listed in the PHB. You can also acquire some items listed in other sources if the character plays content from those sources like the Yklwa from Chult which is available in ToA and possibly from the season 7 modules but only if you play them. In this case, the ability to purchase Smokepowder for ammunition is a feature of a weapon acquired in WDH and not every firearm now found in AL modules. (unless the Adaptation Guide or Campaign documents have some recent clarification).
David was mostly correct. I had to dig thru the discord site for the Spelljammer rules which still have not been updated on WOTC AL page. grrr.
....SPELLJAMMER SHIPS The characters will potentially find themselves in the position to take custody of several spelljammer ships. These ships and their spelljamming helms are all story items and can’t be sold.
FIREARMS IN FAERÛN There are several firearms that the characters might find during their adventures in space. They’re welcome to keep or sell these items as they choose. Upon returning to Faerûn, any gunpowder that a character possesses is treated as smokepowder (see Waterdeep: Dragonheist). Smokepowder is found in packets of five shots. Unless specifically stated in this adventure, packets of smokepowder can’t be combined for use as a bomb or other explosive device. In addition to a pistole or musket itself, a character must have a bullet and one shot’s worth of smokepowder to attack with it. Once a character has exhausted their supply of bullets and smokepowder, they’re unable to attack with the weapon. Opportunities to obtain both smokepowder and bullets will present themselves in Dungeoncraft adventures during the Spelljammer season...........
9.2 is the last complete version. Season 10 just covered that. I think there was an official statement on them not maintaining it. With the only recourse is to go to DM's Guild, click the storyline, and then adventure league. I just checked Spelljammer, Adventure League returns 42 adventures. Hmm can't find that channel Pete. Of course I really bad at navigating Discord.
Our local AL is going to start playing Spelljamer adventures. Is there still a ban on guns in AL?
No longer. BUT Smokepowder is still 10 GP a shot when you get back to the Realms. I told my gun loving folk to take careful notes of the ammo the find during the book.
No Gaming is Better than Bad Gaming.
Ca you still buy the ammo when you are no longer in Spelljammer? Or can you craft it yourself with tinkering?
If there is a gun ban, Giff should get a cultural exemption to use guns.
As far as I understand it no. The guns available in other adventures like Waterdeep came with specific rules allowing the character to buy/manufacture smokepowder and ammunition for the guns. However, those rules only apply to guns found in specific modules. There is no general way in any D&D material that allows a character to purchase powder and ammunition. Spelljammer does not contain such rules as far as I know.
As a result, the best advice is to log every gun and every bit of ammunition you find in Spelljammer content since at the present time there doesn't appear to be an AL legal way to obtain more. (Keep in mind that some of the AL DC adventures for Spelljammer can be a source of guns and ammunition).
At the moment, also as far as I know, there are no exemptions for Giff.
Yes, see the Waterdeep Season 8 where they talk about Smokepowder. page 53 of adventure league content catalog
Pistols and Smokepowder
Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB.
Smokepowder Packet
Wondrous item, uncommon
This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit.
Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
see also the magic item
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
No Gaming is Better than Bad Gaming.
It would be nice if it was that easy to purchase ammunition. As far as I know there has been no general AL ruling that allows purchase of Smokepowder by any character (with or without a firearm)
The text you quoted says "A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder ", so the ability to purchase Smokepowder in WDH explicitly applies only to weapons that were acquired in WDH. As far as I know, there has been no general AL ruling extending the Waterdeep availability of Smokepowder to firearms acquired in any module.
Normally, you can only freely purchase items in AL if they are listed in the PHB. You can also acquire some items listed in other sources if the character plays content from those sources like the Yklwa from Chult which is available in ToA and possibly from the season 7 modules but only if you play them. In this case, the ability to purchase Smokepowder for ammunition is a feature of a weapon acquired in WDH and not every firearm now found in AL modules. (unless the Adaptation Guide or Campaign documents have some recent clarification).
The way I do it, is anyone with a gun at the end of session can by smokepowder.
No Gaming is Better than Bad Gaming.
Personally, I have no issue with that. I think that if AL are going to introduce guns as a common item then purchasing the ammunition should be a part of the weapon as it is with one's obtained in WDH. ( ... though if they are going to provide ammunition for guns then why not provide charges for the laser rifles/pistols from Rime of the Frost Maiden too? Where do you draw the line?)
However, currently, it is not AL legal to allow anyone with a gun to buy smokepowder so a DM could nope it if the character showed up with 1000 rounds of ammunition being played elsewhere.
The AL guidance for Spelljammer has not addressed this issue. When in doubt use the last available guidance on the subject. Unless you have access to something I missed on the Discord channel?
No Gaming is Better than Bad Gaming.
David was mostly correct. I had to dig thru the discord site for the Spelljammer rules which still have not been updated on WOTC AL page. grrr.
....SPELLJAMMER SHIPS The characters will potentially find themselves in the position to take custody of several spelljammer ships. These ships and their spelljamming helms are all story items and can’t be sold.
FIREARMS IN FAERÛN There are several firearms that the characters might find during their adventures in space. They’re welcome to keep or sell these items as they choose. Upon returning to Faerûn, any gunpowder that a character possesses is treated as smokepowder (see Waterdeep: Dragonheist). Smokepowder is found in packets of five shots. Unless specifically stated in this adventure, packets of smokepowder can’t be combined for use as a bomb or other explosive device. In addition to a pistole or musket itself, a character must have a bullet and one shot’s worth of smokepowder to attack with it. Once a character has exhausted their supply of bullets and smokepowder, they’re unable to attack with the weapon. Opportunities to obtain both smokepowder and bullets will present themselves in Dungeoncraft adventures during the Spelljammer season...........
No Gaming is Better than Bad Gaming.
How do you find the most recent adventurers league content catalog? Google is showing me old versions, none I can find past season 9?
Edit: Nevermind. I finally found the AL Discord and the #get-started-adv-league channel there. It has the most recent of all AL documents.
9.2 is the last complete version. Season 10 just covered that. I think there was an official statement on them not maintaining it. With the only recourse is to go to DM's Guild, click the storyline, and then adventure league. I just checked Spelljammer, Adventure League returns 42 adventures. Hmm can't find that channel Pete. Of course I really bad at navigating Discord.
No Gaming is Better than Bad Gaming.
The AL Discord channel that has all the (mostly) up to date AL documents: https://discord.com/channels/406497579061215233/830966887319863296