Jowgen
2015-04-20, 10:41 PM
The Redeemery: How to reliably turn evil to good on a large scale
Disclaimer: This guide relies on rules on morality from the Book of Exalted Deeds. This book considers a Necromancy spell that rips out a creatures soul, traps it in an object for a full year and magically forces it to change in alignment to be of the highest moral standard. Your milage may vary.
Introduction
Killing evil is relatively easy. It's the bread and butter of good adventurers and the focal point of the Good/Evil alignment war in the planes. However, as honored as the traditions of slaying Evil dragons and banishing Fiends to the depths from whence they came is, it is not necessarily without its flaws. Killing the evil necromancer only sends his soul to the lower-planes, where he'll either become food, fuel or a weapon for the cosmic forces of evil. And in killing their enemy, the righteous risk becoming what they set out to destroy.
Redeeming evil, on the other hand, is hard. Not every creature can be saved. Most don't want to be saved, or are even aware that they need saving. However, by bringing an evil creature to the side of good, you are destroying evil, creating good, and helping an other at the very same that. Some call it the greatest act of good one could ever hope to accomplish (BoED p. 8).
This guide is all about how to take that greatest act of good and turn it into a ruthlessly-efficient machine on a potentially exponential scale. A finely-tuned assembly-line factory of Good. The Redeemery.
https://s-media-cache-ak0.pinimg.com/564x/02/91/2a/02912a1f1b02275e740667e74638a283.jpg
Rules of Redemption & Alignment
Changing alignment is a gradual semi-voluntary process that involves a delicate interplay of action and thought. Every act and thought has at least one alignment component associated with it. Some obviously have a stronger associations than others, with many acts being always evil (e.g. destroying a soul, BoVD p. 8) and a rare few acts arguably always being good (e.g. destroying a Fiend, BoVD p. 8). In most cases, however, the intent with which an act was committed plays a significant role. Killing a man to save an innocent is good, while killing the same man for pleasure is evil.
Obviously, there are grey areas. A Paladin killing a most evil cleric is good in itself, but if he does so by breaking into her inn-room and night, smothers her while sleeping and then takes her money to celebrate in grand lavish style, then the picture changes a bit. The DM at any given table is the final arbiter of what the cosmic forces do and do not consider Good/Evil.
There are differences in how all this works depending on the way in which the alignment change is headed. The most significant difference is in how much the act itself and the reason behind it matter in any given instance. For example, as per the Pact Primeval between Asmodeus and the old Lawful deities, one will be condemned to the lower planes if one committed a certain amount of corrupt acts (e.g. torture), utterly regardless of intention. Evil actions = evil alignment/afterlife.
To go from evil to good, however, takes more than simply committing good acts. The Pact Primeval stipulates that sin outweighs good action (FCII p. 30). If you commit two cold-blooded murders, simply saving 2.000.000 orphans will not redeem you. Becoming/being good greatly hinges on the right good intentions. An evil creature must be repentant to become good, see the wrong it has done and strive to right it. Depending on how evil it is, it may even need divine aid (i.e. atonement spell). Proper intention is absolute key.
Which bring us to redemption. The Book of Exalted deeds details the mundane process for redeeming creatures on page 8. The "To Be Redeemed" creature (TBR, for the rest of this guide) needs to be treated exceptionally well (including kindness, understanding and the willingness to forgive) and be engaged in a redemption-talk for at least one hour every day for a minimum of 2 weeks. This talk consists of the redeemer talking about good/evil with the goal of getting the TBR to open up and talk about his past evil deeds, reasons for them and so forth with the goal of showing the TBR the error of his ways. At the end of each day, the redeemer makes a diplomacy check and the TBR makes a will save to which it adds its HD against the diplomacy result. After 7 consecutive failed saves, alignment switches to Neutral; another 7 consecutive fails switch it to good. Note that the daily hour of redemption talk need not occur on a 1 on 1 basis, meaning it is possible to redeem several evil creatures at the same time.
While not the focus of this guide, it bears mention that there are other methods for redemption. The Emissary of Barachiel PrC (BoED) and Silverhair Knight PrC (Drag315 30) both grant abilties that can force a genuine alignment change, albeit with considerable stipulations. Other options include the Helm of Opposite Alignment and the Mindrape spell, but those are magical compulsions which can be cured/countered, as opposed to genuine changes.
The Redeemery in Concept
The Redeemery was conceived in this thread of mine (http://www.giantitp.com/forums/showthread.php?409671-Redeeming-an-evil-creature-through-charm-compulsion). As per the introduction, it is essentially a Good-ness factory. By combining the BoED rules for redemption with certain spells, items and a few other rules from here and there; it creates a stable environment that takes redeemable evil creatures in and reliably turns them into good creatures on a large scale.
The Redeemery's core mechanism (or central cog, if you will) in this to magically take away a TBR's ability to mentally resist the mundane redemption process. In mechanical terms, the TBR is charmed into forgoing its saving throw(s) against redemption, in fluff terms, the TBR is magically made malleable to rehabilitation. Charm is used in place of compulsion because it doesn't technically rob the TBRs of their free will (Rules Compendium p. 28), which is arguably required for the genuine internalization of a Good-aligned disposition. This core mechanism is fine-tuned and supplemented with means to ensure safety, effective treatment, full-soul redemption, and low-to-nil recidivism. Creatures with the Evil Subtype are irredeemable (lest the subtype is somehow removed), and creatures inherently immune to mind-affecting effects or even just charms/compulsions must be redeemed in the old-fashioned diplomancing way, which may take much longer.
Redeemery Prerequisites/Ingredients
To establish a Redeemery, there are certain things that you absolutely need, some that you should have, and some that just really add something nice. Most of these things can be replaced with something functionally similar or be done without, as to suit setting/availability. To state the obvious, all of those working in the Redeemery must be of unquestionable good alignment, ideally exalted Neutral Good; although non-exalted Neutral Good and Lawful Good are tolerable to an extent.
Access to an Charm X effect at will (e.g.: Dragonfire Adept 6, Half-Fey)
1 Paladin (any level, fluff recommends high wisdom/int)
1 Pendant of Redemption (Complete Champion p. 140)
A secure facility that can safely contain, protect and house the TBRs
1 Babbling Wheel (Savage Species)
High charisma score on Charm X user(s) (e.g.: Saint Magic-Blooded Feytouched)
Legal right to operate Redeemery and good relations with local political powers
Cleric able to cast Atonement/Quest
Wise Redeemers able to cast/use Enthral frequently
Custom Standard Activation magic item of Power Sight (MotW)
A collection of Masterwork Poison Rings (Dragon Compendium) with Least Fiendslayer crystals attached (10 piece would be ideal)
A reliable supply of Titan-gum (Dragon 301 p. 53) and Universal Solvent
Access to the retraining option in PHB II
Access to the Nymph's Kiss feat
Circlet of Persuasion
Veil of Allure (MIC)
Ring of X-Ray Vision
Cha-boosting items
Admiral's Bicorne (Stormwrack)
Some seriously powerful guards and a seriously fortified facility to redeem in
The Redeemery Protocol
Recruit the necessary staff of Redeemers and gather the necessary items. Find a suitable facility and fortify/provision it as needed. The ideal Redeemery should be impervious to escape, intrusion and infiltration by anything short of a greater deity. Establish working relations with churches and states in the vicinity. Advertise your redeeming services. Once all that is done, you can get to actually redeeming the folks that get dropped in.
Step 1: Inspection
Ensure that all To Be Redeemeds (TBRs) are free of spells or items and are indeed redeemable. [Should a TBR possess the Evil subtype, then he can not be redeemed unless the Redeemery has access to the Ritual of Alignment from Savage Species]. Frequent Detects and Dispels advised, plus high search and sense motives recommended. A Ring of X-Ray vision, if available, is used to make sure there are no hidden surprises. If available, the custom Power Sight item is used to determine HD, in order to estimate threat level of TBR.
Step 2: Assessment
TBR is brought before the Paladin who has the Pendant of Redemption. Via Detect Evil the Pendant tells him what the TBR must do to find redemption in the eyes of his NG Deity. All gathered information is placed into a file and the TBR is taken to his confinement area cell, which should be a comfortable cell with a meal waiting (extraordinary treatment, attitude permitting).
Step 3: Charm
The charm X user comes to visit the TBR and uses charm X. Should the TBR succeed his saving through and be suspicious at the "tingle or hostile force", the Charmer uses whatever excuse he prepared to explain it away (e.g. fake detect disease wand). Eventually, the Charm X will succeed. As a piece of good advice, the charmer instructs the TBR to forgo all mental resistance in the presense of the Redeemery staff (read: choose to fail all your will-saves). Should this be something the TBR wouldn't ordinarily do for a trusted friend and ally, an opposed charisma check ensues. Should the TBR win, the charmer ends the charm effect in some manner (e.g. attack non-lethally) and re-applies it so that he can try again.
Step 4: The Talk
After the Charmer succeeds, and while charm person is still active for at least one more hour, any Redeemer who's available and read the TBR's file begins the hour long redemption talk from BoED. Depending on their profiles, TBRs may instead be gathered in one location (all within 30 ft of the redeemer) and be given the talk together, in which case it may be advisable for the Redeemer to use Enthral in order to ensure that all TBRs listen to his words first, and then provide their views and replies afterwards in a sort of group-therapy setting. Talking stick optional. In either scenario, the TBR(s) will fail his saving throw thanks to the Charmer.
Step 5: The Hypnotism
A Redeemer with a Babbling Wheel (against which the Redeemer made his save earlier in the day) visits the TBR(s) while charm person is still in effect. The Babbling Wheel is spun and the TBR(s) chooses to fail his save due to step 3, subjecting him to the effects of a Hypnotism spell for 2d4 rounds, regardless of his HD. During the 2d4 rounds, the Hypnotist tells the TBR to "seriously and deeply consider the benefits of being good in contrast to the downfalls of being evil". The TBR will do so for 2d4 rounds and then retain at least an indifferent attitude towards this request at this point. The important thing is to make the request something related to how the TBR thinks/considers moral issues (i.e. CBT).
Step 6: Rounds
Steps 3-5 are repeated daily until the TBR's alignment detects as good, which should take 2 weeks as per redemption rules. Every 2 days, the TBR's attitude towards a request made via Hypnotism in step 5 will be permanently set to Helpful (e.g. henceforth always considers the benefit of Good actions when making decisions), so the Hypnotism request can be changed at these points to further reduce the chances of recidivism, ideally by customizing the requests in a way that directly counters the TBRs evil tendencies (e.g. have a murder constantly helpful towards considering how precious life is).
Step 7: Salvation (Optional)
Should the TBR be an evil cleric and/or have a corruption rating (FCII) of 4 or higher, he will receive a quest/geas and/or atonement spell as to allow him to switch deities and no-longer be condemned to the lower planes. Even if atonement/quest isn't required, the TBR is sent to venture forth to right his past wrongs as the Pendant of Redemption indicated in step 1, thus completing his redemption.
Step 8: Wrap-Up
The Redeemed is given the choice to either stay and help the redeeming effort or be relocated to a Good-alignment friendly environment, where he'll have the opportunity to start a new life. Thanks to the permanent effect of 7 different Hypnotisms, he will be bound to walk the path of good forever unless faced with exceptional circumstances (e.g. alignment-changing magic, moral catch-22s).
Notes
A good way to ensure a steady income of TBRs is to have arrangements with nearby Kingdoms, who'll likely be glad to no longer need to finance prisons. Depending on how many Redeemers you have working to do the redemption talks and how many TRBs you're willing to have in a room for the a redemption talk, there is little limit to how many Redeemed to can produce per day after the initial warm-up period. BoED also makes the suggestion that DMs should award CR-appropriate EXP for redeeming, so a Redeemery can double as an Exp factory in this case.
Everyone you redeem will be friendly towards you. There is a chance they'll stay and add to your redeeming-force, but even otherwise you will make an increasing number of friends, which is useful. One you have proven your Redeemery works, you can start asking for donations like a church, or even negotiate financing with any states whom you're helping.
As your success grows, the need for a secure facility does also. Demons and Devils WILL try to rain on your parade and turn your Redeemery into a soul-harvesting ground. Be seriously prepared. Hopefully, you'll have upper-plane assistance at this point.
Meet Jeff, the quintessential Redeemer
Jeff is a Dragonfire Adept 8, Paladin 1. He has the Magic-Blooded "Spark" template, plenty of charisma and cha-check boosting items, has the Nymph's Kiss feat and is just generally geared for high-Cha. If possible, he'll also have the Saint Template. His Invocations are Endure Exposure, Magic Insight, Voracious Dispelling and Charm. His main possessions are a Pendant of Redemption and a Babbling Wheel.
Jeff can theoretically run a decent (if not ideal) Redeemery by himself. He combines Endure Exposure, Magic Insight and Voracious Dispelling to ensure that all TBR come in free of magical surprises. Via his Paladin Level and the Pendant, he assesses the redeem-ableness of the TBRs. He plays the role of charmer, having charm monster at will and a highly optimized charisma score to ensure they fail their redemption-talk-save. The quest/atonement parts of the protocol, he is sadly forced to out-source; but he is more than able to achieve basic redemption with any redeemable evil creature within 2 weeks. If given a ring of sustenance and able to do redemption talks in bulk, he can easily redeem over 100 creatures every 2 weeks
Envisioning the Perfect Redeemery
The Redeeming Sun is a massive stronghold (as per stronghold builders guide) the size of a metropolis. This stronghold has the ability to fly at Incredible speed (240 miles per day), and can Teleport without error several times per day (if need be). There is a constantly active Weirdstone somewhere within it's confines, which prevents scry-type targeting and dimensional travel entry in a 6 mile radius. Thanks to many Baskets of Delight and other perpetual food/water items, the Redeeming sun is completely self-sufficient even at full capacity. The Redeeming Sun features countless shrines to Pelor, so that even if a deity were to choose and intervene here on the material plane, Pelor could notice this via his Remote Sensing ability and thus intervene in turn (i.e. Divine fair-play).
As the Redeeming Sun is constantly moving at high speed, cannot be scryed upon and can not be reached via extra-dimensional travel, it is notoriously difficult to get to. One does not find the Redeeming Sun, the redeeming sun finds you. Through the use of several Crystal Balls (with telepathy and true seeing, of course), it monitors not only its surrounding airspace but also a select number of pick-up locations (usually fortified Pelorian temples) to which its field agents bring those who are to be redeemed. These locations contain keyed portals, which all connect to a singular moving portal (http://archive.wizards.com/default.asp?x=dnd/pg/20030611a) which is located on a flying vessel that is usually docked on the Redeeming Sun. If there are to be new arrivals, this vessel takes off and just exits the weirdstone's field, thus activating the moving portal and allowing the new arrivals. None of the new arrivals are permitted to be conscious (in special cases, drain Wis to 0 with Jade Water, BoED p. 35), and the portal-vessel re-enters weirdstone territory immediately upon pick-up. Rigorous safety-protocols (e.g. confirm all new TBRs are redeemable/living/non-possessed creatures free of contigent spells, ongoing enchantments and anything hidden in their bodies) ensure that the vessel only docks once everything is cleared. Upon every docking, the Redeeming Sun teleports to avoid being tracked based on the vessel's exit from the Weirstone field.
Fiends and other creatures with the Evil subtype are immediately taken to a special facility where they are subjected to the Ritual of Alignment by a good-domain-accessing cleric, for which they count as willing due to being unconscious. As the ritual has a chance of killing its target on a failed save, each subject is temporarily equipped with a selection of magic items to temporarily boost their will-save (i.e. Cloak of Resistance +5, Amulet of Good Fortune Grey elephant luck +4 [Dragon #322], Crystal Mask of Mind Armor Insight +4, Breastplate of Thrane Morale +2 [Forge of War]), and the ritual is conducted in the presence of a caster prepared to cast alter fortune in case of failure. In case of failure despite all this, the subject is also in contact with a Thinaun weapon during the ritual, so that it's soul can not escape in case of death. Only once the Evil Subtype has been successfully removed are these TBRs re-joined with the others and regular processing continues.
The TBRs are assessed as per the normal Redeemery procedures, and are immediately fitted with the max number of Holy Poison rings with Fiendslayer-crystals attached using titan gum (or soverign glue, in case of real high Str types). In fluff, the number of crystal items symbolizes the weight of their sins. Being effectively reduced to level 1, Spellcasters loose the majority of their spells, burly types have considerable penalties to their combat ability, and all of them can be knocked unconscious with a single hit. Additional safety measures in case of particularly powerful enemies (e.g. Wizards not needing material, verbal or somatic components) are employed on a case by case basis. Once this has been done and they've been taken to their lavishly furnished holding cells, are they allowed to regain consciousness.
Charm and Hypnotism Redeemery procedures are employed as per normal to permanently move the TBRs towards good. The Crystal Items are removed when neutral alignment is reached. Once good alignment is achieved, the geass/atonement procedures required for full redemption are employed, and the TBR is teleported to a suitable location. Once true redemption is achieved, the church of Pelor on the ground set the redeemed up with a new good purposeful life. Redeemed fiends may seek passage to the Outlands to work for the cause of good in one of the higher-plane bordering gate-towns.
Disclaimer: This guide relies on rules on morality from the Book of Exalted Deeds. This book considers a Necromancy spell that rips out a creatures soul, traps it in an object for a full year and magically forces it to change in alignment to be of the highest moral standard. Your milage may vary.
Introduction
Killing evil is relatively easy. It's the bread and butter of good adventurers and the focal point of the Good/Evil alignment war in the planes. However, as honored as the traditions of slaying Evil dragons and banishing Fiends to the depths from whence they came is, it is not necessarily without its flaws. Killing the evil necromancer only sends his soul to the lower-planes, where he'll either become food, fuel or a weapon for the cosmic forces of evil. And in killing their enemy, the righteous risk becoming what they set out to destroy.
Redeeming evil, on the other hand, is hard. Not every creature can be saved. Most don't want to be saved, or are even aware that they need saving. However, by bringing an evil creature to the side of good, you are destroying evil, creating good, and helping an other at the very same that. Some call it the greatest act of good one could ever hope to accomplish (BoED p. 8).
This guide is all about how to take that greatest act of good and turn it into a ruthlessly-efficient machine on a potentially exponential scale. A finely-tuned assembly-line factory of Good. The Redeemery.
https://s-media-cache-ak0.pinimg.com/564x/02/91/2a/02912a1f1b02275e740667e74638a283.jpg
Rules of Redemption & Alignment
Changing alignment is a gradual semi-voluntary process that involves a delicate interplay of action and thought. Every act and thought has at least one alignment component associated with it. Some obviously have a stronger associations than others, with many acts being always evil (e.g. destroying a soul, BoVD p. 8) and a rare few acts arguably always being good (e.g. destroying a Fiend, BoVD p. 8). In most cases, however, the intent with which an act was committed plays a significant role. Killing a man to save an innocent is good, while killing the same man for pleasure is evil.
Obviously, there are grey areas. A Paladin killing a most evil cleric is good in itself, but if he does so by breaking into her inn-room and night, smothers her while sleeping and then takes her money to celebrate in grand lavish style, then the picture changes a bit. The DM at any given table is the final arbiter of what the cosmic forces do and do not consider Good/Evil.
There are differences in how all this works depending on the way in which the alignment change is headed. The most significant difference is in how much the act itself and the reason behind it matter in any given instance. For example, as per the Pact Primeval between Asmodeus and the old Lawful deities, one will be condemned to the lower planes if one committed a certain amount of corrupt acts (e.g. torture), utterly regardless of intention. Evil actions = evil alignment/afterlife.
To go from evil to good, however, takes more than simply committing good acts. The Pact Primeval stipulates that sin outweighs good action (FCII p. 30). If you commit two cold-blooded murders, simply saving 2.000.000 orphans will not redeem you. Becoming/being good greatly hinges on the right good intentions. An evil creature must be repentant to become good, see the wrong it has done and strive to right it. Depending on how evil it is, it may even need divine aid (i.e. atonement spell). Proper intention is absolute key.
Which bring us to redemption. The Book of Exalted deeds details the mundane process for redeeming creatures on page 8. The "To Be Redeemed" creature (TBR, for the rest of this guide) needs to be treated exceptionally well (including kindness, understanding and the willingness to forgive) and be engaged in a redemption-talk for at least one hour every day for a minimum of 2 weeks. This talk consists of the redeemer talking about good/evil with the goal of getting the TBR to open up and talk about his past evil deeds, reasons for them and so forth with the goal of showing the TBR the error of his ways. At the end of each day, the redeemer makes a diplomacy check and the TBR makes a will save to which it adds its HD against the diplomacy result. After 7 consecutive failed saves, alignment switches to Neutral; another 7 consecutive fails switch it to good. Note that the daily hour of redemption talk need not occur on a 1 on 1 basis, meaning it is possible to redeem several evil creatures at the same time.
While not the focus of this guide, it bears mention that there are other methods for redemption. The Emissary of Barachiel PrC (BoED) and Silverhair Knight PrC (Drag315 30) both grant abilties that can force a genuine alignment change, albeit with considerable stipulations. Other options include the Helm of Opposite Alignment and the Mindrape spell, but those are magical compulsions which can be cured/countered, as opposed to genuine changes.
The Redeemery in Concept
The Redeemery was conceived in this thread of mine (http://www.giantitp.com/forums/showthread.php?409671-Redeeming-an-evil-creature-through-charm-compulsion). As per the introduction, it is essentially a Good-ness factory. By combining the BoED rules for redemption with certain spells, items and a few other rules from here and there; it creates a stable environment that takes redeemable evil creatures in and reliably turns them into good creatures on a large scale.
The Redeemery's core mechanism (or central cog, if you will) in this to magically take away a TBR's ability to mentally resist the mundane redemption process. In mechanical terms, the TBR is charmed into forgoing its saving throw(s) against redemption, in fluff terms, the TBR is magically made malleable to rehabilitation. Charm is used in place of compulsion because it doesn't technically rob the TBRs of their free will (Rules Compendium p. 28), which is arguably required for the genuine internalization of a Good-aligned disposition. This core mechanism is fine-tuned and supplemented with means to ensure safety, effective treatment, full-soul redemption, and low-to-nil recidivism. Creatures with the Evil Subtype are irredeemable (lest the subtype is somehow removed), and creatures inherently immune to mind-affecting effects or even just charms/compulsions must be redeemed in the old-fashioned diplomancing way, which may take much longer.
Redeemery Prerequisites/Ingredients
To establish a Redeemery, there are certain things that you absolutely need, some that you should have, and some that just really add something nice. Most of these things can be replaced with something functionally similar or be done without, as to suit setting/availability. To state the obvious, all of those working in the Redeemery must be of unquestionable good alignment, ideally exalted Neutral Good; although non-exalted Neutral Good and Lawful Good are tolerable to an extent.
Access to an Charm X effect at will (e.g.: Dragonfire Adept 6, Half-Fey)
1 Paladin (any level, fluff recommends high wisdom/int)
1 Pendant of Redemption (Complete Champion p. 140)
A secure facility that can safely contain, protect and house the TBRs
1 Babbling Wheel (Savage Species)
High charisma score on Charm X user(s) (e.g.: Saint Magic-Blooded Feytouched)
Legal right to operate Redeemery and good relations with local political powers
Cleric able to cast Atonement/Quest
Wise Redeemers able to cast/use Enthral frequently
Custom Standard Activation magic item of Power Sight (MotW)
A collection of Masterwork Poison Rings (Dragon Compendium) with Least Fiendslayer crystals attached (10 piece would be ideal)
A reliable supply of Titan-gum (Dragon 301 p. 53) and Universal Solvent
Access to the retraining option in PHB II
Access to the Nymph's Kiss feat
Circlet of Persuasion
Veil of Allure (MIC)
Ring of X-Ray Vision
Cha-boosting items
Admiral's Bicorne (Stormwrack)
Some seriously powerful guards and a seriously fortified facility to redeem in
The Redeemery Protocol
Recruit the necessary staff of Redeemers and gather the necessary items. Find a suitable facility and fortify/provision it as needed. The ideal Redeemery should be impervious to escape, intrusion and infiltration by anything short of a greater deity. Establish working relations with churches and states in the vicinity. Advertise your redeeming services. Once all that is done, you can get to actually redeeming the folks that get dropped in.
Step 1: Inspection
Ensure that all To Be Redeemeds (TBRs) are free of spells or items and are indeed redeemable. [Should a TBR possess the Evil subtype, then he can not be redeemed unless the Redeemery has access to the Ritual of Alignment from Savage Species]. Frequent Detects and Dispels advised, plus high search and sense motives recommended. A Ring of X-Ray vision, if available, is used to make sure there are no hidden surprises. If available, the custom Power Sight item is used to determine HD, in order to estimate threat level of TBR.
Step 2: Assessment
TBR is brought before the Paladin who has the Pendant of Redemption. Via Detect Evil the Pendant tells him what the TBR must do to find redemption in the eyes of his NG Deity. All gathered information is placed into a file and the TBR is taken to his confinement area cell, which should be a comfortable cell with a meal waiting (extraordinary treatment, attitude permitting).
Step 3: Charm
The charm X user comes to visit the TBR and uses charm X. Should the TBR succeed his saving through and be suspicious at the "tingle or hostile force", the Charmer uses whatever excuse he prepared to explain it away (e.g. fake detect disease wand). Eventually, the Charm X will succeed. As a piece of good advice, the charmer instructs the TBR to forgo all mental resistance in the presense of the Redeemery staff (read: choose to fail all your will-saves). Should this be something the TBR wouldn't ordinarily do for a trusted friend and ally, an opposed charisma check ensues. Should the TBR win, the charmer ends the charm effect in some manner (e.g. attack non-lethally) and re-applies it so that he can try again.
Step 4: The Talk
After the Charmer succeeds, and while charm person is still active for at least one more hour, any Redeemer who's available and read the TBR's file begins the hour long redemption talk from BoED. Depending on their profiles, TBRs may instead be gathered in one location (all within 30 ft of the redeemer) and be given the talk together, in which case it may be advisable for the Redeemer to use Enthral in order to ensure that all TBRs listen to his words first, and then provide their views and replies afterwards in a sort of group-therapy setting. Talking stick optional. In either scenario, the TBR(s) will fail his saving throw thanks to the Charmer.
Step 5: The Hypnotism
A Redeemer with a Babbling Wheel (against which the Redeemer made his save earlier in the day) visits the TBR(s) while charm person is still in effect. The Babbling Wheel is spun and the TBR(s) chooses to fail his save due to step 3, subjecting him to the effects of a Hypnotism spell for 2d4 rounds, regardless of his HD. During the 2d4 rounds, the Hypnotist tells the TBR to "seriously and deeply consider the benefits of being good in contrast to the downfalls of being evil". The TBR will do so for 2d4 rounds and then retain at least an indifferent attitude towards this request at this point. The important thing is to make the request something related to how the TBR thinks/considers moral issues (i.e. CBT).
Step 6: Rounds
Steps 3-5 are repeated daily until the TBR's alignment detects as good, which should take 2 weeks as per redemption rules. Every 2 days, the TBR's attitude towards a request made via Hypnotism in step 5 will be permanently set to Helpful (e.g. henceforth always considers the benefit of Good actions when making decisions), so the Hypnotism request can be changed at these points to further reduce the chances of recidivism, ideally by customizing the requests in a way that directly counters the TBRs evil tendencies (e.g. have a murder constantly helpful towards considering how precious life is).
Step 7: Salvation (Optional)
Should the TBR be an evil cleric and/or have a corruption rating (FCII) of 4 or higher, he will receive a quest/geas and/or atonement spell as to allow him to switch deities and no-longer be condemned to the lower planes. Even if atonement/quest isn't required, the TBR is sent to venture forth to right his past wrongs as the Pendant of Redemption indicated in step 1, thus completing his redemption.
Step 8: Wrap-Up
The Redeemed is given the choice to either stay and help the redeeming effort or be relocated to a Good-alignment friendly environment, where he'll have the opportunity to start a new life. Thanks to the permanent effect of 7 different Hypnotisms, he will be bound to walk the path of good forever unless faced with exceptional circumstances (e.g. alignment-changing magic, moral catch-22s).
Notes
A good way to ensure a steady income of TBRs is to have arrangements with nearby Kingdoms, who'll likely be glad to no longer need to finance prisons. Depending on how many Redeemers you have working to do the redemption talks and how many TRBs you're willing to have in a room for the a redemption talk, there is little limit to how many Redeemed to can produce per day after the initial warm-up period. BoED also makes the suggestion that DMs should award CR-appropriate EXP for redeeming, so a Redeemery can double as an Exp factory in this case.
Everyone you redeem will be friendly towards you. There is a chance they'll stay and add to your redeeming-force, but even otherwise you will make an increasing number of friends, which is useful. One you have proven your Redeemery works, you can start asking for donations like a church, or even negotiate financing with any states whom you're helping.
As your success grows, the need for a secure facility does also. Demons and Devils WILL try to rain on your parade and turn your Redeemery into a soul-harvesting ground. Be seriously prepared. Hopefully, you'll have upper-plane assistance at this point.
Meet Jeff, the quintessential Redeemer
Jeff is a Dragonfire Adept 8, Paladin 1. He has the Magic-Blooded "Spark" template, plenty of charisma and cha-check boosting items, has the Nymph's Kiss feat and is just generally geared for high-Cha. If possible, he'll also have the Saint Template. His Invocations are Endure Exposure, Magic Insight, Voracious Dispelling and Charm. His main possessions are a Pendant of Redemption and a Babbling Wheel.
Jeff can theoretically run a decent (if not ideal) Redeemery by himself. He combines Endure Exposure, Magic Insight and Voracious Dispelling to ensure that all TBR come in free of magical surprises. Via his Paladin Level and the Pendant, he assesses the redeem-ableness of the TBRs. He plays the role of charmer, having charm monster at will and a highly optimized charisma score to ensure they fail their redemption-talk-save. The quest/atonement parts of the protocol, he is sadly forced to out-source; but he is more than able to achieve basic redemption with any redeemable evil creature within 2 weeks. If given a ring of sustenance and able to do redemption talks in bulk, he can easily redeem over 100 creatures every 2 weeks
Envisioning the Perfect Redeemery
The Redeeming Sun is a massive stronghold (as per stronghold builders guide) the size of a metropolis. This stronghold has the ability to fly at Incredible speed (240 miles per day), and can Teleport without error several times per day (if need be). There is a constantly active Weirdstone somewhere within it's confines, which prevents scry-type targeting and dimensional travel entry in a 6 mile radius. Thanks to many Baskets of Delight and other perpetual food/water items, the Redeeming sun is completely self-sufficient even at full capacity. The Redeeming Sun features countless shrines to Pelor, so that even if a deity were to choose and intervene here on the material plane, Pelor could notice this via his Remote Sensing ability and thus intervene in turn (i.e. Divine fair-play).
As the Redeeming Sun is constantly moving at high speed, cannot be scryed upon and can not be reached via extra-dimensional travel, it is notoriously difficult to get to. One does not find the Redeeming Sun, the redeeming sun finds you. Through the use of several Crystal Balls (with telepathy and true seeing, of course), it monitors not only its surrounding airspace but also a select number of pick-up locations (usually fortified Pelorian temples) to which its field agents bring those who are to be redeemed. These locations contain keyed portals, which all connect to a singular moving portal (http://archive.wizards.com/default.asp?x=dnd/pg/20030611a) which is located on a flying vessel that is usually docked on the Redeeming Sun. If there are to be new arrivals, this vessel takes off and just exits the weirdstone's field, thus activating the moving portal and allowing the new arrivals. None of the new arrivals are permitted to be conscious (in special cases, drain Wis to 0 with Jade Water, BoED p. 35), and the portal-vessel re-enters weirdstone territory immediately upon pick-up. Rigorous safety-protocols (e.g. confirm all new TBRs are redeemable/living/non-possessed creatures free of contigent spells, ongoing enchantments and anything hidden in their bodies) ensure that the vessel only docks once everything is cleared. Upon every docking, the Redeeming Sun teleports to avoid being tracked based on the vessel's exit from the Weirstone field.
Fiends and other creatures with the Evil subtype are immediately taken to a special facility where they are subjected to the Ritual of Alignment by a good-domain-accessing cleric, for which they count as willing due to being unconscious. As the ritual has a chance of killing its target on a failed save, each subject is temporarily equipped with a selection of magic items to temporarily boost their will-save (i.e. Cloak of Resistance +5, Amulet of Good Fortune Grey elephant luck +4 [Dragon #322], Crystal Mask of Mind Armor Insight +4, Breastplate of Thrane Morale +2 [Forge of War]), and the ritual is conducted in the presence of a caster prepared to cast alter fortune in case of failure. In case of failure despite all this, the subject is also in contact with a Thinaun weapon during the ritual, so that it's soul can not escape in case of death. Only once the Evil Subtype has been successfully removed are these TBRs re-joined with the others and regular processing continues.
The TBRs are assessed as per the normal Redeemery procedures, and are immediately fitted with the max number of Holy Poison rings with Fiendslayer-crystals attached using titan gum (or soverign glue, in case of real high Str types). In fluff, the number of crystal items symbolizes the weight of their sins. Being effectively reduced to level 1, Spellcasters loose the majority of their spells, burly types have considerable penalties to their combat ability, and all of them can be knocked unconscious with a single hit. Additional safety measures in case of particularly powerful enemies (e.g. Wizards not needing material, verbal or somatic components) are employed on a case by case basis. Once this has been done and they've been taken to their lavishly furnished holding cells, are they allowed to regain consciousness.
Charm and Hypnotism Redeemery procedures are employed as per normal to permanently move the TBRs towards good. The Crystal Items are removed when neutral alignment is reached. Once good alignment is achieved, the geass/atonement procedures required for full redemption are employed, and the TBR is teleported to a suitable location. Once true redemption is achieved, the church of Pelor on the ground set the redeemed up with a new good purposeful life. Redeemed fiends may seek passage to the Outlands to work for the cause of good in one of the higher-plane bordering gate-towns.