The Modern Dispatch 028 - Rosslyn Chapel, Podreczniki RPG, The Modern Dispatch

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The
Modern
Dispatch
Rosslyn Chapel
By James Maliszewski
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Rosslyn Chapel, located in a suburb of Edinburgh,
Scotland, has the distinction of being one of the
most reputedly conspiratorial and occult sites in the
world. Although constructed over a century after the
official abolition, the Chapel is popularly connected
with the Knights Templar, a connection that
is not without rationale. Consequently, the
Chapel makes an intriguing site for adventures
and campaigns revolving around occult
conspiracies in the modern world.
#28
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History
Although historical references are scant,
Rosslyn Chapel seems to have been built for
the Prince of Orkney, Sir William St Clair
(or Sinclair) in 1446. The Chapel appears
to have been intended as but one part of a
larger cruciform church, but that church was
never completed. The Prince of Orkney died
in 1484 and was buried within the Chapel.
Nevertheless, the Chapel itself is an impressive
piece of architecture and workers were brought
from far and wide to construct it. What became
the village of Roslin was originally the camp
used by the many stonemasons and other
laborers brought in to build the Chapel and the
associated church.
The Chapel never saw much use as
a religious site, despite its impressive
architecture. When the Reformation came to
Britain, the Chapel suffered like every other
church, cathedral, and chapel. Its altars were
smashed in 1592 and some of its religious
icons were stolen or destroyed. During the
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Knights Templar
English Civil War, Oliver Cromwell’s troops used the
chapel as a stable while they were besieging nearby
Roslin Castle in 1650. Eight years later, the chapel
was attacked by an Edinburgh mob and some of the
villagers from Roslin. The chapel was still seen as
blatantly Catholic, and a target against idolatry, some
of the interior carvings of the chapel were damaged
during the rampage.
James St Clair, a descendant of Sir William, halted
some of the damage to the chapel when in 1736
he reflagged the floor and fixed its roof. The most
extensive repairs were started in 1861 when a major
restoration of the Chapel was financed by James
Alexander, the 3rd Earl of Roslin. Further restorations
have been attempted in the years since, particularly in
the 1950s, although some of the techniques used were
rather poorly conceived and, rather than reversing the
effects of time and disrepair, have in fact created new
problems of their own.The Chapel is a historic site in
Scotland today and is open to the public.
sources, the Bishop of St Andrew (whose see had
jurisdiction over the Chapel) asked to obtain the
Pope’s permission to delay the consecration of the
building because a violent deed had taken place and,
because of this, was not fit to be used as a place of
worship.
Origin:
The Poor Knights of Christ (as they were
originally known) were founded in 1118, ostensibly
by Hughes de Payens, a knight in the service of
Godfroi de Bouillon during the First Crusade.
Godfroi had already founded another group known
as the Prieuré de Sion (or Priory of Zion) and the
Poor Knights were intended to serve as its military
arm. And so they did until 1188 when the Templar
leadership decided to break away from the Prieuré
and pursue their own goals. Their reasons for doing
so were many, not least of which being that the
Templars had acquired great wealth and influence
independent of their erstwhile masters. In addition,
the Templars did not wish to advance the agenda
of the Prieuré, having adopted that of the demon
Baphomet as their own (see below).
As the group became more powerful and closer
to achieving its goals, its enemies multiplied, no
doubt encouraged by the Prieuré, which had grown
bitter and resentful over the Templars’ ascent to
greater power than themselves. This culminated in
the public destruction of the Templars at the hands
of Pope Clement V and Philip IV of France in 1307
on charges of heresy, blasphemy, and sorcery. Those
Templars who escaped fled to Portugal and Scotland,
among other places, where they resumed their
activities, this time in secret. In time, they financed
secret expeditions to the New World and established
refuges there, from which they labored on the Great
Work.
Since the 18
th
century, the Templars have been
exceedingly influential in the Western hemisphere,
particularly the United States and Canada. Many
Templars believe their Great Work will be completed
soon, perhaps in 2012, when the
Dresden Codex
says
the current world will end and a new one will be
born.
The Templar Connection
Legend states that the Prince of Orkney, Sir William
St. Clair, was a member of the Knights Templar.
As noted below, the Templars were disbanded
in 1307 but survived in various forms in certain
countries, most notably Scotland. Although there is
no irrefutable evidence that St. Clair was indeed a
Templar, there is much circumstantial evidence to
suggest at least an affinity for the defunct order of
knights. Chief among these is the possibility that the
Chapel (and the large church structure of which it
would have been a part) were modeled on Solomon’s
Temple in Jerusalem, which was the headquarters of
the Knights Templar in the Holy Land.
The Chapel is also unique because it contains
carvings of plants and animals not native to Europe,
such as the cactus and sweetcorn, which are found
only in North America. The Prince of Orkney was
reputed to have financed expeditions to the New
World well before Columbus and such stories
also claim that he used Templar gold to do so.
These legends also claim that the Prince created
an “underground railroad” for Templars and their
sympathizers, ferrying them to North America by
means of a secret route that he had discovered.
These Templars then founded colonies on the
eastern seaboard, most notably in what would one
day be New England and the Maritime Provinces of
Canada. Oak Island in Nova Scotia (or New Scotland
in Latin, which is itself an interesting connection)
is considered by many to have been a treasure
storehouse for the Templars, perhaps the resting place
for the Holy Grail (see below).
Legends of the Chapel
There are many legends associated with Rosslyn
Chapel. Some of the most interesting are described
below.
The Murdered Apprentice
The Chapel, even in its current state, contains some
of the most unique and impressive architecture in
all of Europe. One of the best examples of this boast
can be seen in the so-called “Apprentic Pillar.” This
pillar is said to have been carved by an apprentice
to the master mason in charge of the entire project.
The master went to Rome to seek inspiration for
additional carvings. When he returned, he found that
his ambitious apprentice had completed the pillar and
had made an exquisite masterpiece out of it. Enraged,
the master mason is said to have struck him dead on
the spot in a fit of jealousy. According to historical
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Templar Game Master Characters
The following represent typical agents of the Knights
Templar. They are generic Game Master characters
intended to be used whenever the GM needs to fill
out the ranks of a Templar villain’s minions and can
be used in a variety of different circumstances. By
and large, these agents are fanatically devoted to the
Templar cause, even though many of them do not
understand all the details of the Great Work to which
their order is dedicated.
The Templars are an international order, with
membership throughout the world. Although the
agents presented below all Read/Write and Speak
English, the GM can easily change this to suit the
needs of his campaign.
Headquarters:
Edinburgh, Scotland
Goals and Methods:
To create a new world out of
the old, one in which humanity regains the powers
lost to it after the expulsion from the Garden of
Eden. The Templars see themselves as the leaders of
this new world by virtue of their occult knowledge
and powers. They undertake missions to acquire
supernatural power of all sorts and are ruthless in
achieving their goals. During their time in the Holy
Land, the Templars have acquired a vast array of
occult and supernatural artifacts and relics, including
the Holy Grail (see below). Although they rarely
use these mighty items except in cases of dire need,
they will not hesitate to do so should they believe the
Great Work threatened.
Templars are fanatics and will stop at nothing to
achieve their goals, which they see as nothing less
than the perfection of humanity under their tutelage.
They are not blind, however, and will not act rashly,
lest they be truly destroyed, as they almost were in
the fourteenth century. The Templars before to work
behind the scenes, using espionage, intrigue, and
other subtle methods to place their agents in positions
of power and influence throughout the world. Many
seemingly innocent organizations, from Masonic
temples to United Nations charitable organizations,
are in fact fronts for the Knights Templar and
advance the goals of the Great Work.
Unsurprisingly, the Templars have many enemies,
not least of which being the Prieuré de Sion. The
Prieuré is weak, however, and cannot attack its
former footsoldiers openly. To that end, they too
wage a secret war against the Templars, using
intermediaries and dupes to achieve what they
cannot. In addition, many religious groups, such
the Roman Catholic Church, oppose the Templars,
although only a handful of prelates within it know the
truth about the Templars and their Great Work.
Mid-Level Templar (Tough Ordinary 3/Dedicated
Ordinary 3):
CR 5; Medium-size human; HD
3d10+9 plus 3d6+9; hp 45; Mas 19; Init -1; Spd 30
ft.; Defense 13, touch 13, flat-footed 13 (-1 Dex,
+4 class); BAB +4; Grap +5; Atk +5 melee (1d6+1
nonlethal, unarmed strike), or +5 melee (1d8+1
longsword, crit 19-20), or +4 ranged (2d6, Glock 17);
FS 5 ft. by 5 ft.; Reach 5 ft.; AL Templars; SV Fort
+7, Ref +2, Will +5; AP 0; Rep +2; Str 13, Dex 8,
Con 16, Int 10, Wis 14, Cha 12.
Occupation:
Military (bonus class skills:
Knowledge (tactics) and Move Silently)
Skills:
Climb +3,
Drive +4, Intimidate +3,
Knowledge (arcane lore) +7, Knowledge (tactics) +5,
Listen +4, Move Silently +2, Profession +4, Read/
Write English, Sense Motive +3, Speak English, Spot
+4
Feats:
Archaic Weapons Proficiency, Brawl,
Improved Damage Threshold, Personal Firearms
Proficiency, Point Blank Shot, Simple Weapons
Proficiency.
Low-Level Templar (Tough Ordinary 1/Dedicated
Ordinary 1):
CR 1; Medium-size human; HD
1d10+2 plus 1d6+2; hp 13; Mas 15; Init -1; Spd
30 ft.; Defense 11, touch 11, flat-footed 11 (-1
Dex, +2 class); BAB +0; Grap +1; Atk +2 melee
(1d6+1 nonlethal, unarmed strike), or +2 melee (1d8
longsword, crit 19-20), or +0 ranged (2d6, Glock 17);
FS 5 ft. by 5 ft.; Reach 5 ft.; AL Templars; SV Fort
+4, Ref -1, Will +3; AP 0; Rep +1; Str 13, Dex 8, Con
15, Int 10, Wis 14, Cha 12.
Occupation:
Military (bonus class skills:
Knowledge (tactics) and Move Silently)
Skills:
Climb +2,
Drive +1, Intimidate +2,
Knowledge (arcane lore) +4, Knowledge (tactics), +3
Listen +4, Move Silently +1, Profession +4, Read/
Write English, Sense Motive +2, Speak English, Spot
+4
Feats:
Archaic Weapons Proficiency, Brawl,
Personal Firearms Proficiency, Simple Weapons
Proficiency.
High-Level Templar (Tough Ordinary 5/Dedicated
Ordinary 5):
CR 9; Medium-size human; HD
5d10+15 plus 5d6+15; hp 75; Mas 19; Init -1; Spd
30 ft.; Defense 15, touch 15, flat-footed 15 (-1 Dex,
+6 class); BAB +6; Grap +8; Atk +10 melee (1d8+2
nonlethal, improved unarmed strike); Full Atk +10/+5
melee (1d8+2 nonlethal, improved unarmed strike),
or +10 melee (1d8+2 longsword, crit 19=20), or Full
Atk +10/+5 melee (1d8+2 longsword, crit 19-20),
or +6/+1 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.;
Reach 5 ft.; AL Templars; SV Fort +9, Ref -1, Will
+6; AP 0; Rep +3; Str 14, Dex 8, Con 16, Int 10, Wis
14, Cha 12.
Occupation:
Military (bonus class skills:
Knowledge (tactics) and Move Silently)
Skills:
Climb +3,
Drive +5, Intimidate +5,
Knowledge (arcane lore) +8, Knowledge (tactics) +4,
Listen +4, Move Silently +2, Profession +4, Read/
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Write English, Sense Motive +3, Speak English, Spot
+5
Feats:
Archaic Weapons Proficiency, Brawl,
Improved Brawl, Personal Firearms Proficiency,
Simple Weapons Proficiency.
has appealed to the Templars’ pride by claiming that
he has knowledge of how to reverse the effects of the
Fall of Adam and Eve and can help restore mankind
to its original state, as intended by God at the
beginning of time. In point of fact, Baphomet has no
such knowledge and is using the Templars to advance
Hell’s own agenda.
Some within the Knights Templar do wonder
how and why murder, conspiracy, and destruction
could lead a better world. They are loath to question
the wisdom of the order’s Grand Master, but at the
same time, they see the original goals of the Great
Work are not commensurate with the means being
used to achieve it. A full-fledged rebellion against
Baphomet and his servants within the order has not
yet happened, in part because the rebels are as yet too
small in number and their suspicions about Baphomet
are not confirmed. Should they be able to prove
that Baphomet is not in fact a source of wisdom but
of corruption, the Knights Templar might be rent
asunder, within various factions forming, each one
dedicated to its own interpretation of the Great Work.
Physical Description:
Baphomet is a bronze head
about the size of a normal human’s head. Its face
is extremely lifelike: bearded and with an evil grin
that reveals its diabolic origins. The head itself has
no magical powers, although the demon who speaks
through it can pronounce prophecies and oracles that
(usually) come to pass. Consequently, the GM can
use Baphomet as a means of providing the Templars
with an “edge” against their enemies. Of course,
Baphomet is a demon in the employ of Hell, so his
prophecies are almost always slanted in such a way
as to encourage human beings to turn to evil.
crucifixion at the hands of Roman authorities. Some
variants of these tales instead claim that the Grail
was rather the dish used to hold the Paschal lamb
at the same meal. Still other legends add the detail
that the Grail was used to catch the water and blood
that flowed from Christ’s side after he was pierced
by a spear while hanging on the cross. Whatever the
truth of the matter (and that is, in all probability, lost
of history), the Grail comes into the possession of
Joseph of Arimathea, the righteous Jew who provided
a tomb for Christ after his death. What Joseph did
with the Grail is a matter of some controversy, with
many stories, most especially those of King Arthur’s
knights, claiming that the holy relic was taken to
Britain, where it came into the possession of Joseph’s
descendants (whether literal or figurative), who
became known as the Grail Kings.
Finding the Grail was the culmination of a quest by
Arthur’s knights. Exactly why they sought the Grail
and why it was so hard to find are details that also
vary from tale to tale. To the extent that anything is
clear, the Holy Grail possessed miraculous powers
both to heal wounds, both physical and spiritual. In
at least one version of the Grail Quest story, drinking
from the Grail granted bodily assumption into
Heaven, while another posits the gift of immortality.
Unsurprisingly, this artifact has played an important
role in the Christian imagination for centuries and
many, devout or not, have desired to find and use its
powers.
From the 13
th
century onward, the Templars have
been associated with the Grail, particularly in legends
deriving from the work of Wolfram von Eschenbach.
That association came about for good reason and at
least in part explains why the Grail was associated
with Britain. While in the Holy Land, the Templars
came into possession of the Grail, which they rightly
recognized as a source of great power. Fearing that
others might seek it for themselves, the Templars
never revealed their possession of the relic and move
Baphomet
History:
Over time, the Templars became both
extraordinarily influential and wealthy, which
inflamed the jealousy of many in medieval Europe.
These enemies spread rumors that the Templars
consorted with Arabs (including the dreaded
Assassins) and engaged in heretical practices,
including black magic and devil-worship. King Philip
IV of France, with the assistance of Pope Clement V,
conspired to eliminate the Templars and, on Friday,
October 13, 1307, all its members in France were
arrested and many were executed. The public power
of the Order was broken and many former Templars
fled to preserve their lives.
Among the many claims laid against the Templars
was that they worshipped—or at least served—a head
of some kind called Baphomet. Some versions of the
story claim the head was that of a goat-like being
(hence the charges of diabolism), while others claim
it was a human head. Still others suggest that it was a
mechanical head made of metal (the so-called brazen
head). All versions suggest Baphomet pronounced
oracles and provided the Templars with valuable
information with which to enrich and empower
themselves—in exchange for doing the bidding of the
head. Baphomet was never found, which led some to
believe the artifact never existed, while others argue
that the surviving Templars took it with them as they
went into exile.
In truth, Baphomet was real—and it still exists
to this day. Baphomet is the physical manifestation
of a demon, who has taken perverse pleasure in
perverting the Templars to serve his own goals. He
Holy Grail
History:
Christian legendry says that the Holy
Grail (or Sangreal or Sangraal) is the chalice used
by Christ at the Last Supper on the night before his
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A second swallow in the same sitting removes
negative levels and restores permanently drained
levels and ability scores.
A third swallow grants the drinker a +5 bonus on
saving throws, attack rolls, and skill checks for one
day.
A fourth swallow causes the drinker to glow with
a brilliant white light. One round later, as the light
grows brighter, anyone looking at the person must
succeed at a Fortitude save (DC 25) or be struck blind
for 2d6 minutes. On the next round, the drinker’s
body is completely consumed as the light flares—
anyone still watching must succeed at a Fortitude
save (DC 35) or be struck permanently blind. The
following round the light ceases, and the Holy Grail
disappears along with any trace of the greedy drinker.
No spell can divine where the Grail goes or when it
will surface again.
A character may drink from the Grail on up to five
different occasions. The sixth time, he immediately
suffers consequences identical to drinking four times
in a sitting.
Drinking from the cup is a move action that
provokes attacks of opportunity.
Type:
Artifact (magic);
Caster Level:
—;
Purchase
DC:
None;
Weight:
3 lb.
Using Rosslyn Chapel and the Templars
Rosslyn Chapel itself is not a stronghold of the world-spanning Templar conspiracy, but a
D20 Modern
Roleplaying Game
GM can easily use it as a starting point if he wishes to introduce this occult organization
into his campaign. The Chapel could contain all manner of clues and pointers toward the continued
existence of the Templars and the purpose of their Great Work. As written, the Templars are intended to
be villains, albeit ones whose goals—like those of all good villains—are seemingly noble. The GM could
portray the Templars as dupes, which of course they are, at least the rank and file who have no idea about
the true nature of Baphomet and his evil schemes. For that matter, the Grand Master and the leaders of the
various commanderies might also be in the dark about Baphomet, although this possibility is extremely
unlikely. In this case, the GM could use rogue Templars as a means of bringing the heroes into the
conspiracy, as they fight against Baphomet and attempt to save the order from his diabolical plans. Even if
the Templars are wholly dedicated to their Great Work without any sense of its ultimate folly, they make
an excellent addition to occult and conspiratorial games, as they have connections (both real and reputed)
to many people, places, and events in the world, from the American Revolution to the pirates of the
Caribbean. The Templars are, like Rosslyn Chapel itself, a treasure trove of weird ideas and inspirations.
Inventive GMs should have no trouble working them into their campaigns.
it from place to place across Europe. It finally ended
up in Britain and there it remains to the present
day. Stories of the Grail’s presence there had leaked
out and found their way, in garbled form, into the
growing corpus of Arthurian stories.
Physical Description:
The Grail is a plain-looking
chalice made from clay and lightly gilded.
Current Whereabouts:
The Grail is currently held
by the Templars near Edinburgh, Scotland, where it
has been since the Middle Ages.
Game Mechanics:
Any liquid drunk from the
Grail takes on amazing curative powers. One swallow
cures all diseases, blindness, deafness, hit point
damage, and all temporary ability damage. It also
neutralizes poisons in the drinker’s system (so that no
additional damage or effects are suffered) and cures
mental disorders caused by spells or injury to the
brain.
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