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  Rosslyn�Chapel
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  #28
  Rosslyn Chapel
  By James Maliszewski
  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.
  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  Although historical references are scant, 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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  The Modern Dispatch
  Rosslyn�Chapel
  Page 2
  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.
  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 
  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.
  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).
  Knights Templar
  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 18th 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.
  
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  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.
  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.
  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.
  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.
  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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  Rosslyn�Chapel
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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.
  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 
  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.
  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 
  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 13th 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 
  
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  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.
  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.
  
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  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License.
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc.
  Modern System Reference Document Copyright 2002, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the 
  Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  SECTION 15
  Occult Artifacts, Copyright 2004, James Maliszewski
  Thirteen Conspiracies, Copyright 2004, James Maliszewski
  Modern Dispatch #28 2005, Ronin Arts; Author Phil Reed
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 028 - Rosslyn Chapel.pdf