The Dragonlance Nexus

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Rod of Redemption

D&D 3e (3.0/3.5) Rules

by Marius


Note: This magic item was an entry in the Holy Artifacts Challenge.

This rod of platinum looks like a royal scepter or slender mace and gleams hypnotically in any light. Seven figurines emerge from the liquid-smooth metal along its upper half, the two largest of which have draconic wings that form four mace-like flanges. The shaft is under one and a half feet in length and is crowned beautifully with a three-sided pyramid toward which each figure appears to be kneeling in prostration.

Upon close inspection, the figures are revealed as hideous creatures known for evil and wickedness. Although historic accounts vary as to the exact variety and exoticism of monsters represented, most often described are a goblin, a High Ogre, a disir, a yaggol, and at the top a red dragon and a balor. The seventh figure, alone at the bottom, is always of the same gender and creature type as the bearer and appears to be a juvenile of the species.

Legend has it that the rod was created in the Age of Dreams by the first High Ogre to turn away from darkness. After becoming a cleric of Paladine, he was moved to extend kindness to evil creatures in hopes that, if given the chance, they might choose as he had. He set out on a holy quest to learn of the first beings that fell into darkness, the original metallic dragons. No two stories agree on what then transpired, but after centuries of searching he had collected five ancient scales of iron, nickel, lead, tin, and copper. These he melted into the rod of redemption at its creation, which transformed the metal to shining platinum. He died soon after, survived only by the daughter who refused to leave with him many years before. Among the Irda it is said that his descendants form the bloodline of Igraine.

The rod's subsequent history is sparse until the Age of Might, when Istar ruled strong and the rod of redemption was sought out and locked away in the Hall of Sacrilege. The Kingpriests believed it an abomination because it protected creatures of darkness and did not depict them as invariably evil. It was also despised for promoting chaos by implying (through its very existence) that the redemption of a single mortal might be as significant to Paladine as the mass efforts of the Istaran clergy. In the present Age of Mortals only a pair of lonely Aesthetics at the Great Library have given the relic any thought. None of their research thus far has detailed the full extent of its protective powers or hinted at whether it would even function without Paladine in the heavens.

Below are suggested gaming statistics for the rod of redemption (CL 20th-level cleric):

  • +5 defending light mace
  • Allows bearer to understand spoken and written Draconic.
  • +10 bonus on Knowledge checks related to heroes of Good or redeemed villains.
  • Widened magic circle against evil once per day.
  • Enthrall twice per day. The wielder need not speak but must hold the rod aloft for all to see.
  • Atonement three times per day. The rod chimes when this power is used.

In the hands of an evil creature:

  • Gains the merciful quality, except that the wielder cannot turn this function off.
  • In times of dire need, the following words appear to the creature in blazing white Draconic script on the haft, "I will protect you if you change your ways. Do you willingly bear this burden to find the majesty in your soul?" If the bearer agrees (aloud or mentally) of his or her own free will, a geas is activated in return for Paladine's protection. Otherwise the words fade after 1d4 rounds, returning every time the creature is in peril.
  • Protection: The typical protection granted by Paladine was an immediate and unbreakable
  • sanctuary effect, which would blazon a brilliant triangle upon the creature's forehead. Other effects are possible (especially spells from the Protection domain) to save the bearer from all manner of misfortune. An evil creature that accepts Paladine's protection cannot be rid of the item until he or she becomes good-aligned or dies.
  • Geas: The creature must perform one act of profound goodness each day or be overcome with grief and remorse, gaining one negative level for each day skipped until reduced to an effective level of one (the rod will not kill the bearer).

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