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authorNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
committerNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
commite0c6872cf40896c7be36b11dcc744620f10adf1d (patch)
tree60335e10d2f4354b0674ec22d7b53f0f8abee672 /macros/latex/contrib/rpg-module/examples
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+This directory contains the following examples of how to use the rpg_module class:
+
+monster_manual.tex A complete listing of all the monsters from basic_stats.sty,
+ in new monster format, stat block format and wandering monster
+ table format.
+
+b1.tex Reproduction of p.21-22 of B1: In Search of the Unknown, by
+ Mike Carr. Copyright 1979, 1981 TSR Hobbies, Inc.
+
+b3.tex Reproduction of p.22-23 of B3: Palace of the Silver Princess,
+ by Jean Wells and Tom Moldvay. Copyright 1981 TSR Hobbies, Inc.
+
+x2.tex Reproduction of p.1-2 of X2: Castle Amber by Tom Moldvay.
+ Copyright 1981 TSR Hobbies, Inc.
+
+basic.tex Reproduction of p.B45-B46 of the Dungeons & Dragons Basic
+ Rulebook by Tom Moldvay. Copyright 1981 TSR Hobbies, Inc.
+
+Copyright for the original works reproduced above originally belonged to TSR Hobbies, Inc.
+and now belongs to Wizards of the Coast, Inc. The text and artwork in these examples is
+reproduced under "fair use" copyright terms, for the purpose of comparing typographic
+styles. The original works can be purchased in PDF format from Wizards of the Coast at
+www.dndclassics.com.
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+\documentclass[letterpaper,sansserif,tightsqueeze]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+
+\title{B1: In Search of the Unknown}
+
+% Compress title spacing compared to default
+
+\addtolength{\topmargin}{-0.3cm}
+\addtolength{\textheight}{0.7cm}
+
+% Initialise counters
+
+\setcounter{page}{20}
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+\section*{KEY TO THE LOWER LEVEL}
+
+The lower level of the complex is rough and unfinished. The
+walls are irregular and coarse, not at all like the more finished
+walls of the level above (except for the two rooms on
+this level which are more like those in the upper portion and
+in a state of relative completion). The corridors are roughly
+10' wide, and they are irregular and rough, making mapping
+difficult. The floors are uneven, and in some cases rock
+chips and debris cover the pathways between rooms and
+chambers. The doors are as in the upper level, but the secret
+doors are either rock or disguised by rock so as to appear
+unnoticeable.
+
+\section{WANDERING MONSTERS}
+
+Check every second turn; 1 in 6 (roll a 6-sided die). If a monster
+is indicated, roll a six-sided die again and compare to
+the list below to determine what type of monster appears.
+Then check for surprise. The abbreviations which follow are
+the same as used and explained in the section entitled MONSTER
+LIST.
+\begin{enumerate}
+\item\stats{troglodyte}{1--4}{9,8,5,4}
+\item\stats{crab_spider}{1}{12}
+\item\stats{kobold}{2--7}{4,4,3,3,2,2,1}
+\item\stats{orc}{1--8}{6,5,5,4,4,3,3,2}
+\item\stats{zombie}{1--2}{8,7}
+\item\stats{goblin}{2--7}{5,5,4,4,3,2,1}
+\end{enumerate}
+
+\section{ENCOUNTER AREAS}
+
+\setcounter{subsection}{37}
+
+\subsection{ACCESS ROOM}
+This room is filled with piles of rock and
+rubble, as well as mining equipment: rock carts, mining
+jacks, timbers, pickaxes, etc. It is apparent that there has
+been no mining activity for quite some time.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{MUSEUM}
+This room is an unfinished museum, a special
+monument to the achievements of the stronghold's most illustrious
+inhabitants.
+
+The west wall is a sectioned fresco showing various events
+and deeds from the life of Rogahn, and the several views
+pictured are: a young boy raising a sword, a young man
+slaying a wild boar, a warrior carrying off a dead barbarian,
+and a hero in the midst of a large battle hacking barbarian
+foes to pieces.
+
+The east wall is a similar sectioned fresco showing cameos
+from the life of Zelligar: a boy gazing upward at a starry night
+sky, a young man diligently studying a great tome, an earnest
+magician changing water to wine before a delighted
+audience, and a powerful wizard casting a type of death
+fog over an enemy army from a hilltop.
+
+The north wall section is unfinished, but several sections of
+frescoes show the two great men together: shaking hands for
+the first time in younger days, winning a great battle against
+barbarians in a hill pass, gazing upward together from the
+wilderness to a craggy rock outcropping (recognizable to
+the adventurers as the place where the stronghold was built),
+with a fourth space blank. Next to the frescoes are other mementoes
+from the past: a parchment letter of thanks for help
+in the war against the barbarians from a prominent landowner,
+a barbarian curved sword, and a skeleton of the barbarian
+chief (so identified by a wall plaque in the common
+language). There is more blank space on the wall, apparently
+for further additions to the room's collection of items.
+
+The frescoes are painted and they cannot be removed.
+None of the mementoes is of any particular worth or value.
+
+Monster:
+
+Treasure \& Location:
+
+\section{40--56. CAVERNS OF QUASQUETON}
+
+\setcounter{subsection}{39}
+
+The bulk of the lower
+level of the complex is a series of unfinished caves and caverns,
+which are mostly devoid of special detail—all being
+characterized by irregular walls of rough rock. Uneven floors
+strewn with bits of rock and rubble, and joined by winding
+corridors. The majority of the rooms are empty of furnishings.
+
+\subsection{SECRET CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{WEBBED CAVE}
+
+The entrance to this room is covered
+with silky but sticky webs, which must be cut or burned
+through to gain access to it. See web spell for details in D\&D
+Basic booklet.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN OF THE MYSTICAL STONE}
+This ante-chamber is
+the resting place for a large, glowing chunk of rock which
+appears to be mica. The stone radiates magic strongly.
+
+The stone rests permanently in its place and is not removable.
+Although chips can easily be broken off the rock by
+hand, only one chip at a time may be broken away; until
+anything is done with it, the rest of the rock will remain impervious
+to breaking.
+
+Once a chip is removed, its glow will begin to fade, and after
+three rounds (thirty seconds) it will be a normal piece of mica
+with no magical properties (as will be the case if it is removed
+from this room). The chip's magical properties are manifested
+only if it is consumed (or placed in the mouth) by any
+character before three rounds have passed after breaking
+off from the chunk. The magical effects are highly variable
+and each individual can only be once affected—even if a
+future return to the rock is made at a later time. If any character
+places a chip within his or her mouth, a 20-sided die is
+rolled to determine the effect according to the following table:
+
+\begin{enumerate}
+\item Immediately teleports the character and his gear to the
+webbed cave (room 42)
+\item Immediately blinds the character for 1--6 hours of game
+time (no combat, must be led by other adventurers)
+\item Raises strength rating permanently by 1 point
+\item Raises charisma rating permanently by 1 point
+\item Raises wisdom rating permanently by 1 point
+\item Raises intelligence rating permanently by 1 point
+\item Raises dexterity rating permanently by 1 point
+\item Lowers strength rating permanently by 1 point
+\item Lowers charisma rating permanently by \ point
+\item Lowers intelligence rating permanently by 1 point
+\item Cures all damage on one character
+\item Causes invisibility for 1--6 hours of game time (subject to
+normal restrictions)
+\item Poison (saving throw at +1)
+\item Makes a 500 g.p. gem (pearl) appear in character's
+hand
+\item Gives a permanent +1 to any single weapon carried by
+character (if more than one now carried, roll randomly to
+determine which)
+\item Heals all lost hit points of character (if any)
+\item Causes idiocy for 1--4 hours (unable to function intelligently
+or fight, must be led by other adventurers)
+\item Gives a special one-time bonus of 1--6 hit points to the
+character (these are the first ones lost the next time damage
+or injury is taken)
+\item Gives a curse: the character will sleep for 72 hours
+straight each month, beginning one day before and
+ending one day after each new moon (can only be removed
+by a remove curse spell)
+\item Has no effect
+\end{enumerate}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{SUNKEN CAVERN}
+This small cavern lies at the bottom of
+a short, sloping corridor. The walls are wet with moisture, and
+glisten in any reflected light.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{ARENA CAVERN}
+This cavern, designed as a small theatre
+or arena, is unfinished. The center portion of the room is
+sunken about 15' below the floor level, and the sides slope
+downward from the surrounding walls to form a small amphitheatre.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{PHOSPHORESCENT CAVE}
+This medium-sized cavern
+and its irregularly-shaped eastern arm present an eerie sight
+to explorers. A soft phosphorescent glow bathes the entire
+area independent of any other illumination, and the strange
+light is caused by the widespread growth (on walls, ceiling,
+and even parts of the floor) of a light purplish mold. The mold
+itself is harmless.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{WATER PIT}
+This room contains the 8' deep pool of water
+into which any unwary adventurers are precipitated from the
+trap on the upper level (see the special description of the
+trap under the description of room 36). As described there,
+the water is extremely cold. Anyone entering the water
+(whether voluntarily or not) must spend a full hour recovering
+from its chilly effects.
+The pool is about 20' across and is filled by a cold spring.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{SIDE CAVERN}
+This cavern is unusual only in that its eastern
+rock wall is striated with irregular diagonal streaks of a
+bluish ore (of no unusual use or value to the adventurers).
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{RAISED CAVERN}
+This room, off the southeast corner of
+the grand cavern, is accessible by climbing four upward
+steps. Its eastern wall also shows diagonal streaks of the
+same bluish ore noticeable in room 51. The room has a low
+ceiling (only 5'), so some humans may find it difficult to stand
+fully erect.
+
+% Monster:
+%
+% Treasure \& Location:
+%
+% \subsection{GRAND CAVERN OF THE BATS}
+% This majestic cave is the
+% largest in the complex, and is impressive due to its size and
+% volume, for the ceiling is almost 60' above. A corridor sloping
+% downward into the cavern (noticeable even by nondwarves)
+% gives primary access to the room on its south wall.
+% A secondary entrance/exit is via a secret door to the west,
+% while steps to the southeast lead up to room 52.
+
+\end{document}
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+\documentclass[letterpaper,serif,tightsqueeze]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+
+\title{B3: Palace of the Silver Princess}
+
+% Compress title spacing compared to default
+
+\addtolength{\topmargin}{-0.3cm}
+\addtolength{\textheight}{0.7cm}
+
+% Initialise counters
+
+\setcounter{page}{21}
+\setcounter{part}{3}
+\setcounter{subsection}{44}
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+locusts are stone gray and may not be noticed until they move or
+until the party approaches within 20. They are very nervous and
+will flee most of the time rather than fight. They flee by jumping up
+to 60. Unfortunately, when they panic their only thought is to
+escape. There is a 50\% chance that they will try to flee by jumping
+right through the party. If they try to jump through the party,
+choose a character at random and roll to see if that character has
+been hit. If so, the character takes 1--4 points of damage from being
+battered. The locust then flies away.
+
+Cave locusts can also attack and bite for 1--2 points (but not when
+they are fleeing). When frightened or attacked, cave locusts make
+a loud shrieking noise to warn their fellows. This shriek has a 20\%
+chance per round of attracting wandering monsters to investigate.
+
+If cornered, a cave locust will spit a brown gooey substance up to
+10' at its attackers. To hit a character, the locust need only make
+an attack against armor class 9, no matter what type of armor the
+individual is wearing. A character hit by cave locust spittle must
+save vs. Poison or be unable to do anything for 1 turn due to the
+awful smell. After this time he or she will be used to the smell, but
+any character approaching within 5' of the victim must also save or
+be violently ill. This effect will last until the spittle is washed off.
+
+The blue glow of the stalactites and stalagmites is caused by a type
+of moss. The moss is harmless. It can be used as a weak light
+source, casting light up to 10'. If the players search the cave they
+will find a small silver statuette of a dragon readying for flight. The
+statuette is in a niche along the north wall. The statuette looks the
+same as the one found in room 33 (for more details see room 33).
+
+\includegraphics[width=\linewidth]{CaveLocust.png}
+
+\subsection{CAVE POOL}
+\begin{boxtext}
+A large pool of pitch black water fills the room. You see the glint
+of gold coming from the far side of the pool. A hot wind blows
+through the cave. Moisture fills the air and tiny beads of water
+form on clothing, skin, and hair. The floor is damp and slick.
+\end{boxtext}
+Once the characters have entered the cave they will be able to see
+the crowned head of a large statue of a man. The statue seems to
+be made of bronze. The eyes of the statue are small rubies (value
+50 gp each). The glint of gold comes from a crown on top of the
+statue's head. The crown appears to be made of gold. The statue
+really is bronze, but the crown is only gold paint.
+
+The liquid in the pool is a kind of ink. The water of the pool is heated
+by hot springs. The hot water absorbs color from a particular kind
+of mineral lining the pool. The result is a deep purple ink. Anything
+which comes in contact with the ink will be stained purple. Since
+the ink is permanent it will have to wear off naturally (1--6 days). It
+will not stain non-porous surfaces which do not absorb water very
+well (such as steel). The ink will not harm characters.
+
+Once the characters reach the statue they will find that the rubies
+can be pried out easily. If the party carefully examines the statue,
+there is a 50\% chance they will discover that the head of the statue
+can be unscrewed. Hidden inside the head, packed in a protective
+oilskin bag, is a \textbf{ring of protection +1}.
+\subsection{BLADE TRAP}
+At the corner of the corridor is a trap. When a character walks over
+a pressure plate in the floor the trap might be sprung. Roll ld6. The
+trap will be sprung on a roll of 1. Roll separately for each character
+that walks around the corner. If the trap is sprung, a weighted
+blade (like a guillotine blade) will fall from the ceiling causing 1--10
+points of damage to the person who sprung the trap. The blade is
+hidden in the ceiling.
+\subsection{TROGLODYTE ROOM}
+\begin{boxtext}
+In the center of the room you see three human-like reptiles with
+short tails, long legs, and a spiny ``comb'' on their heads and
+arms. They block the way out.
+\end{boxtext}
+The human-like reptiles are \stats{troglodyte}{3}{9 each}.
+Troglodytes are intelligent. They hate most other creatures and will try to kill
+anyone they meet. Hence they will attack on sight. Troglodytes
+have a chameleon-like power to blend into their surroundings
+(normally they surprise on 1--4 on ld6), but they are not using the
+ability at the moment. Troglodytes secrete an oil when fighting
+which smells so bad that characters will be nauseated unless they
+save vs. Poison. Nauseated characters have a penalty of \minus 2 on their
+``to hit'' rolls while in melee combat with the troglodytes.
+\subsection{WATCH ROOM}
+\begin{boxtext}
+This room is higher than the surrounding countryside so that
+guards could look out on the surrounding land when standing
+watch. There are windows in the west and south walls. You
+notice that the red glow still surrounds the palace. In the center
+of the room is an iron ladder. The ladder leads to a trap door in
+the ceiling. By the south wall you see a statue that looks like a
+cleric. He looks frightened and had apparently just finished
+scratching a message into the wall. The inscription reads:
+\begin{quote}
+Evil red eye, malefaction!\\
+Sweet music from strings;\\
+Priceless Blade of Destruction,\\
+Salvation rides on dragon's wings!
+\end{quote}
+\end{boxtext}
+The chief palace cleric had divined the evil intent of Arik when
+disaster struck. He hurriedly left the inscription\,---\,clues as to how
+to destroy the ruby\,---\,in the faint hope that it might help rescuers.
+
+This trap door is the only way the party can reach the second level
+of the dungeon. It is important that the party reach the second level
+and finish their mission, but it is also important that they encounter
+a number of monsters and traps before reaching the second level.
+If they reached the second level too easily the adventure would not
+be a challenge. On the other hand, since they must reach the
+second level, the DM might consider sending the vision of a Protector
+to the party if they cannot find the way to this trap door leading
+to the second level.
+
+\onecolumninline{\part{Second Dungeon Level}
+\textbf{Wandering Monsters}
+
+The second dungeon level has its own wandering monster table. Check for wandering monsters every other turn. Roll ld6: the party will
+encounter a wandering monster if a 1 is rolled. The wandering monster will be first seen 20--120 feet (2d6\x 10') away from the party when
+encountered, in any direction and doing anything the DM chooses. To determine exactly which monster is encountered, use the Wandering
+Monster Table: Level 2 below:
+\begin{center}
+\textbf{Wandering Monster Table: Level 2} (Roll ld6)
+\end{center}
+\begin{wanderingmonsters}
+\wanderitem{ghoul}{}
+\wanderitem{goblin}{}
+\wanderitem{harpy}{1--3}
+\wanderitem{hobgoblin}{}
+\wanderitem{medusa}{1}
+\wanderitem{zombie}{}
+\end{wanderingmonsters}
+
+It is suggested that the monsters Harpy and Medusa be encountered no more than once as wandering monsters. If the DM rolls a wandering
+monster encounter with a second Harpy or Medusa the DM should choose a wandering monster from the table for Level One instead. This is
+because both monsters are very difficult challenges. If encountered too many times, the encounters might upset the play balance.
+
+All the monsters on the second level wandering monster table appear in both editions of the D\&D\registered Basic rules. Only those monsters with
+unusual powers are described below.
+
+\textbf{Ghoul}\,---\,A successful attack by a ghoul will paralyze any creature of ogre-size or smaller, except elves, unless the victim saves vs. Paralysis.
+Elves are immune to the paralysis, but still take normal damage from a ghoul's attacks. Paralysis lasts for 2--8 turns.
+
+\textbf{Harpy}\,---\,Any character hearing the harpy's song must save vs. Spells or be charmed. Charmed individuals will move toward the harpy,
+resisting any attempt to stop them, but not otherwise attacking. If a character successfully saves the character will not be affected by the harpy
+song for that encounter. Harpies are resistant to magic and have a +2 on all their saves.
+
+\textbf{Medusa}\,---\,Looking at a medusa will turn a character to stone unless the victim saves vs. Turn to Stone. A medusa can also attack with her
+snaky hair. The bite of the snakes is poisonous (save vs. Poison or die in one turn) and when the snakes hit they cause 1-6 points of damage.
+Anyone who tries to attack a medusa without looking at it must subtract 4 from their ``to hit'' roll. A medusa is resistant to magic and gains +2 on
+saves vs. Spells only, other saving throws are normal.\vspace{-1ex}
+
+\hrulefill
+\begin{center}
+\textbf{Key to Dungeon Level Two}
+\end{center}}
+\subsection{WATCH TOWER}
+\begin{boxtext}
+This watch tower has 6 windows overlooking the surrounding
+lands. There is a trap door in the center of the floor. A stone
+statue of a guard stands looking out each window. Except for
+the statues the room looks empty.
+\end{boxtext}
+The room is empty except for the statues.
+\subsection{PASSAGEWAY}
+\begin{boxtext}
+As soon as you open the door, bright lights flood the hallway.
+You see three swords fighting each other, as if being held by
+invisible men.
+\end{boxtext}
+The fighting swords and bright light is.an illusion pIaced there by
+the palace magic-user to frighten intruders who might enter the
+palace through the tower. The illusion is triggered by the door
+opening without the password ``Argenta'' being spoken. If any
+character touches the illusion it will be dispelled.
+\subsection{LABORATORY}
+\begin{boxtext}
+You see a room filled with stuffed animals, shelves filled with
+books and scrolls, and jars of powders and herbs. Strange
+symbols* are painted on the walls. An iron statue of a warrior
+stands in the southeast corner of the room. A polishing cloth is
+draped over the warrior's shield.
+\end{boxtext}
+This room was the palace magic-user's laboratory. The iron statue
+is actually a \stats{living_iron_statue}{1}{18}.
+Living iron statues have bodies which can absorb iron and steel. When hit, they will take normal
+damage, but if a non-magical metal weapon is used, the attacker
+must save vs. Spells or the weapon will become stuck in the body of
+the living iron statue, and can only be removed if the statue is killed.
+\subsection{STOREROOM}
+\begin{boxtext}
+This small room appears to be empty.
+\end{boxtext}
+The room once held stores of various sorts but has recently been
+cleaned out.
+\subsection{MIRABILIS' ROOM}
+\begin{boxtext}
+A plain bed and a huge wooden desk dominate this sparsely
+furnished bedchamber. A broom lies in one corner near a pile of
+dirt. A tattered pair of silk bedroom slippers lie on the floor near
+the bed. A small nightstand has been overturned. While you
+watch, a small black kitten races out from under the bed, bats
+one of the slippers around, then runs back under the bed.
+\end{boxtext}
+\changealignment{panther}{Lawful}
+The room is the bedroom of the palace magic-user. The black
+kitten is his familiar and pet. Three times a day the kitten can
+transform itself into a \stats{panther}{1}{18}.
+The transformation lasts 10 rounds. When in kitten form the creature is harmless. Note that
+while panthers are usually neutral in alignment, the kitten/panther is lawful because this magical animal is the familiar of a
+lawful magic-user.
+
+\end{document}
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+\documentclass[letterpaper,serif,tightsqueeze]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+\usepackage{enumitem} % Control spacing in description list
+
+\renewcommand{\newmonsterfont}{\bfseries} % Redefine new monster headings to use a smaller font
+\renewcommand{\newmonsterbottomskip}{0ex} % Reduce the space below New Monster sections
+
+\setcounter{page}{44} % Page and section numbers
+\setcounter{part}{6}
+
+\RequirePackage{fancyhdr} % Change page numbering style
+\fancypagestyle{plain}{%
+ \fancyhf{} % clear all header and footer fields
+ \fancyfoot[C]{B\thepage} % page numbering
+ \renewcommand{\headrulewidth}{0pt}
+ \renewcommand{\footrulewidth}{0pt}
+}
+\pagestyle{plain}
+
+% Redefine troglodyte/zombie so damage fits on one line
+
+\monster{troglodyte}{Troglodyte}{||5|2*|120'|40'||||3|2 claws\?1 bite|1d4\x 3|1d4 each|Fighter: 2|9|Chaotic|1--8|5--40|A|25}
+\monster{zombie}{Zombie}{||8|2|120'|40'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1|12|Chaotic|2--8|4--24|Nil|20}
+
+% Redefine veteran to be more generic for New Monster block
+
+\monster{veteran}{Veteran}{||2|1--3|60'|20'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1--3|9 (varies)|Any|2--8|2--12|V|10}
+
+% 3/4 symbol
+
+\newcommand{\threequarters}{{\usefont{T1}{lmr}{m}{n}\sfrac{3}{4}} }
+
+
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank
+\end{center}
+
+\twocolumn
+
+\begin{newmonster}{troglodyte}
+A troglodyte is an intelligent human-like reptile with a short tail,
+long legs, and a spiny ``comb'' on its head and arms. Troglodytes
+walk upright and use their hands as well as humans. They hate
+most other creatures, and will try to kill anyone they meet. They
+have a chameleon-like ability to change colors, and use it to hide
+by rock walls, surprising on a roll of 1--4 (on 1d6). They secrete an
+oil which produces a stench that will nauseate humans and demihumans
+unless the victims save vs. Poison. Nauseated characters
+will have a penalty of \minus 2 on their ``to hit'' rolls while in hand-to-hand
+combat with the troglodytes.
+
+\includegraphics[width=\linewidth]{troglodyte.png}
+\end{newmonster}
+\vspace{-3ex}\textbf{Undead:} (see \textbf{Ghoul}, \textbf{Skeleton}, \textbf{Wight} and \textbf{Zombie})
+
+Undead are evil creatures who have been created through dark
+magic. They are unaffected by things that affect living creatures,
+such as poison, and are not affected by spells which affect the
+mind, such as \textbf{sleep} and \textbf{charm person}. They do not make noise.
+
+\begin{newmonster}{veteran}
+Veterans are low-level fighters, usually returning from or going to a
+war. To determine each veteran's level and alignment, use the
+method outlined under \textbf{Creating an NPC Party} (page B52). A
+party of veterans may be of mixed levels and alignments, or the
+DM may wish to give all members the same levels.
+\end{newmonster}
+\textbf{Were-creature} (werebear, wearboar, wererat, weretiger, or werewolf); see \textbf{Lycanthropes}.\\[1ex]
+\begin{newmonster}{wight}
+A wight is an \textbf{undead} spirit living in the body of a dead human or
+demi-human. It can only be hit by silvered or magical weapons.
+Wights are greatly feared, as they drain life energy when striking a
+victim. Each hit drains one level of experience or hit die (life
+energy, see page B29). EXAMPLE: A 3rd level fighter struck by a
+wight becomes a 2nd level fighter, keeping only enough experience
+points to be at the midpoint of 2nd level, and losing 1 hit die
+of hit points. Any person totally drained of life energy by a wight
+will become a wight in 1--4 days, and will be under control of the
+wight who drained him or her.
+\end{newmonster}
+\begin{newmonster2}{wolf}{dire_wolf}
+\textbf{Wolves:} Wolves are meat-eaters and hunt in packs. Though
+wolves prefer the wilderness, they will occasionally be found in
+caves. Captured wolf cubs can be trained like dogs (if the DM permits),
+but it is difficult. If 3 wolves or less are encountered, or if a
+pack is reduced to less than 50\% of its original numbers, their
+morale score is 6 rather than 8.
+
+\textbf{Dire Wolves:} Dire wolves may be found in caves, woods, or
+mountains. They are larger and more ferocious than normal
+wolves, and are semi-intelligent. They are fierce enemies and
+usually hunt in packs. They are sometimes trained by goblins to be
+used as mounts. Captured dire wolf cubs can be trained like dogs
+(if the DM permits), but they are even more savage than normal
+wolves.
+\end{newmonster2}
+\begin{newmonster}{yellow_mold}
+This deadly fungus covers an area of 10 square feet (2' by 5', for
+example), though many are sometimes found together. Yellow
+mold can only be killed by fire; a torch will do 1--4 points of damage
+to it each round. It will eat through wood and leather but does not
+harm metal or stone. It does not actually attack, but if it is touched
+(by a torch, for. example) the touch may cause the mold to squirt
+out a 10'\x 10'\x 10' cloud of spores. There is a 50\% chance per hit
+that the mold will squirt out this cloud. Anyone caught within the
+cloud must save vs. Death Ray or choke to death within 6 rounds.
+\end{newmonster}
+\begin{newmonster}{zombie}
+Zombies are undead humans or demi-humans animated by some
+evil cleric or magic-user. As all undead, they may be ``Turned'' by
+a cleric but are not affected by sleep or charm spells or any form
+of mind reading. They are often placed to guard treasures, since
+they make no noise until they attack. Zombies will always attack on
+sight, but can be destroyed by normal weapons. They are slow
+fighters, and always strike last (no initiative roll needed).
+\end{newmonster}
+
+\begin{onecolumnfloat}[t]
+\part{Treasure}
+\end{onecolumnfloat}
+\begin{onecolumnfloat}[hb!]
+\begin{center}
+\textbf{TREASURE TYPES}
+\end{center}
+\vspace{1ex}
+\addtolength{\tabcolsep}{0.6mm}
+\begin{tabularx}{\linewidth}{clllll>{\raggedright\arraybackslash\hsize=1.9cm}X>{\raggedright\arraybackslash\hsize=4.5cm}X}
+% Need a bit of a hack to get table headers spanning 2 rows unfortunately
+& \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} &
+ \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{*Gems and}\\[-0.7ex]
+\tableheader[b]{Type & Copper & Silver & Electrum & Gold & Platinum & Jewelry & Magic Items}
+A & 25\% 1--6 & 30\% 1--6 & 20\% 1--4 & 35\% 2--12 & 25\% 1--2 & 50\% 6--36 & 30\% Any 3\\
+B & 50\% 1--8 & 25\% 1--6 & 25\% 1--4 & 25\% 1--3 & Nil & 25\% 1--6 & 10\% 1 sword, armor, or weapon\\
+C & 20\% 1--12 & 30\% 1--4 & 10\% 1--4 & Nil & Nil & 25\% 1--4 & 10\% Any 2\\
+D & 10\% 1--8 & 15\% 1--12 & Nil & 60\% 1--6 & Nil & 30\% 1--8 & 15\% Any 2 + 1 potion\\
+E & 5\% 1--10 & 30\% 1--12 & 25\% 1--4 & 25\% 1--8 & Nil & 10\% 1--10 & 25\% Any 3 + 1 scroll\\
+F & Nil & 10\% 2--20 & 20\% 1--8 & 45\% 1--12 & 30\% 1--3 & 20\% 2--24\?10\%~1--12 & 30\% Any 3 except weapons + 1 potion + 1 scroll\\
+G & Nil & Nil & Nil & 50\% 10--40 & 50\% 1--6 & 25\% 3--18\?25\%~1--10 & 35\% Any 4 + 1 scroll\\
+H & 25\% 3--24 & 50\% 1--100 & 50\% 10--40 & 50\% 10--60 & 25\% 5--20 & 50\% 1--100\?50\%~10--40 & 15\% Any 4 + 1 potion + 1 scroll\\
+I & Nil & Nil & Nil & Nil & 30\% 1--8 & 50\% 2--12 & 15\% Any 1\\
+J & 25\% 1--4 & 10\% 1--3 & Nil & Nil & Nil & Nil & Nil\\
+K & Nil & 30\% 1--6 & 10\% 1--2 & Nil & Nil & Nil & Nil\\
+L & Nil & Nil & Nil & Nil & Nil & 50\% 1--4\?Nil & Nil\\
+M & Nil & Nil & Nil & 40\% 2--8 & 50\% 5--30 & 55\% 5--20\?45\%~2--12 & Nil\\
+N & Nil & Nil & Nil & Nil & Nil & Nil & 40\% 2--8 potions\\
+O & Nil & Nil & Nil & Nil & Nil & Nil & 50\% 1--4 scrolls\\
+\end{tabularx}
+% Can't have a footnote inside a float, here is a workaround
+\begin{enumerate}[leftmargin=5cm,rightmargin=5cm]
+\item[*] Roll twice, once for each category (Gems and Jewelry). The chances are the same unless two notations are made, in which case the order given is for ``Gems/Jewelry''.
+\end{enumerate}
+\end{onecolumnfloat}
+
+The coins, gems, jewelry and magic items that a party finds during
+an adventure is known as \textbf{treasure}. Wealth (coins, gems, jewelry
+and other items of value) is worth experience points to the player
+and allows the player to pay for better equipment, hire more retainers,
+and purchase special services (from higher level spell
+casters, for example). Magic items will usually give a character
+abilities not normally possessed and are useful on later adventures.
+Treasure is normally found in the lairs of monsters, but may be
+paid to a character by a high level NPC for performing a mission or
+job. Treasures are determined randomly or chosen by the DM. The
+DM should always determine the contents of a large treasure
+hoard before play in order to determine how best to hide and protect
+the treasure from theft, and if magic items are present, the DM
+may want to allow the monsters to use the items, such as a bugbear
+using a \textbf{sword\+1}.
+
+RANDOM TREASURES: To determine a monster's treasure at
+random, the DM uses the following step-by-step procedure:
+%\begin{description}[labelindent=1em,leftmargin=1em]
+\begin{enumerate}
+\item Find the Treasure Type in the monster description. Find the
+same letter on the Treasure Types table hereafter; that
+line will be used to find the actual treasure.
+\item Read across the Treasure Type line to find which types of
+treasure may be present. Each type will have a percentage
+and a range. If the DM rolls (on d\%) a number equal to or
+less than the percentage given, that type of treasure is
+present. The DM should roll for each percentage and
+make a note of what types are present.
+\item Roll dice (the type depends on the range given) to find the
+amount of each type of treasure (found in step 2, above) which is present.
+\item If any magic items are present, the magic item subtables (page B46)
+must be used to find the actual types.
+\end{enumerate}
+
+PLACED TREASURES: The DM may choose treasures instead of
+rolling for them randomly, or may choose a result if rolls give too
+much or too little treasure. The choices should be made carefully,
+since most of the experience the characters will get will be from
+treasure (usually \threequarters or more). It will often be easier for the DM to
+decide how much experience to give out (considering the size and
+levels of experience in the party) and place the treasures to give
+this result. However, the monsters should be tough enough to
+make sure that the characters earn their treasure!
+
+ADJUSTMENTS TO TREASURE: Treasures A through O are
+large, and generally only for use when large numbers or fairly difficult
+monsters are encountered. The lairs of most human-like
+monsters contain at least the number of creatures given as the
+wilderness ``No. Appearing'' (the number in parentheses). An encounter
+with less than a full lair should yield less treasure. On the
+other hand if 1--4 is the ``No. Appearing'', even one will have the
+normal amount of treasure, and no adjustment is necessary.
+
+The DM may create Treasure Types other than the ones listed.
+Some other valuable items could be rugs, wall hangings, rare
+wines, silverware and other kitchen items, or even animal skins.
+The DM should give each special item a value, in gold pieces (and,
+if the optional encumbrance rules are used, an encumbrance).
+
+To aid the DM, the average values (in gold pieces) of each treasure
+type are given below. These averages do not include the possible
+magic in the treasures. After rolling for treasures, the DM may refer
+to this list to see whether the treasure is larger or smaller than
+average and may then adjust the treasure as desired.
+
+\begin{tabular}{p{0.25cm} c r p{0.25cm} c r p{0.25cm} c r}
+& A & 17,000 & & F & 5,000 & & J & 25\\
+& B & 2,000 & & G & 25,000 & & K & 125\\
+& C & 1,000 & & H & 50,000 & & L & 250\\
+& D & 4,000 & & I & 8,000 & & M & 15,000\\
+& E & 2,500\\
+\end{tabular}
+
+\end{document}
diff --git a/macros/latex/contrib/rpg-module/examples/monster_manual.pdf b/macros/latex/contrib/rpg-module/examples/monster_manual.pdf
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diff --git a/macros/latex/contrib/rpg-module/examples/monster_manual.tex b/macros/latex/contrib/rpg-module/examples/monster_manual.tex
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+%% monster_manual.tex
+%
+% Example file showing typesetting of all Basic statblocks for the Adventure Module class
+
+\documentclass[a4paper,serif]{rpg-module}
+
+\usepackage{lipsum}
+
+\begin{document}
+\raggedbottom
+
+\title{Monster Manual}
+
+\showtitle
+
+This document shows how to list all of the monsters from the Basic Stats style (\verb|basic-stats.sty|).
+Each monster is listed first in the ``New Monster'' format, then underneath as a statblock. In
+Part~\ref{wandering_monsters}, the monsters are listed again in tabular format.
+
+\part{Monsters from the Basic/Expert Rulebooks}
+
+\begin{newmonster}{ant}
+\lipsum[1]
+\end{newmonster}
+\statblock{ant}{3}{4 each}
+
+\begin{newmonster}{white_ape}\end{newmonster}
+\statblock{white_ape}{3}{4 each}
+
+\begin{newmonster}{basilisk}\end{newmonster}
+\statblock{basilisk}{3}{4 each}
+
+% Bat
+
+% Shorten the Vampire Bat name so it fits in the tabular format
+\pgfkeys{/vampire_bat/SingleName/.initial = {Vampire Bat}}
+
+\begin{newmonster3}{bat}{giant_bat}{vampire_bat}
+\lipsum[1]
+\end{newmonster3}
+% Restore the name to Giant Vampire Bat
+\pgfkeys{/vampire_bat/SingleName/.initial = {Giant Vampire Bat}}
+\statblock{bat}{3}{4 each}
+\statblock{giant_bat}{3}{4 each}
+\statblock{vampire_bat}{3}{4 each}
+
+% Bear
+
+\begin{newmonster2}{black_bear}{grizzly_bear}\end{newmonster2}
+\begin{newmonster2*}{polar_bear}{cave_bear}{}{}\lipsum[2]\end{newmonster2*}
+\statblock{black_bear}{3}{4 each}
+\statblock{grizzly_bear}{3}{4 each}
+\statblock{polar_bear}{3}{4 each}
+\statblock{cave_bear}{3}{4 each}
+
+\begin{newmonster}{bee}\end{newmonster}
+\statblock{bee}{3}{4 each}
+
+% Beetle
+
+\begin{newmonster3}{fire_beetle}{oil_beetle}{tiger_beetle}\lipsum[3]\end{newmonster3}
+\statblock{fire_beetle}{3}{4 each}
+\statblock{oil_beetle}{3}{4 each}
+\statblock{tiger_beetle}{3}{4 each}
+
+\begin{newmonster}{black_pudding}\end{newmonster}
+\statblock{black_pudding}{3}{4 each}
+
+\begin{newmonster}{blink_dog}\end{newmonster}
+\statblock{blink_dog}{3}{4 each}
+
+\begin{newmonster}{boar}\end{newmonster}
+\statblock{boar}{3}{4 each}
+
+\begin{newmonster}{bugbear}\end{newmonster}
+\statblock{bugbear}{3}{4 each}
+
+\begin{newmonster}{caecilia}\end{newmonster}
+\statblock{caecilia}{3}{4 each}
+
+\begin{newmonster}{camel}\end{newmonster}
+\statblock{camel}{3}{4 each}
+
+\begin{newmonster}{carrion_crawler}\end{newmonster}
+\statblock{carrion_crawler}{3}{4 each}
+
+% Great Cat
+
+\begin{newmonster3}{mountain_lion}{panther}{lion}\end{newmonster3}
+\begin{newmonster2*}{tiger}{sabre_tooth_tiger}{}{}\lipsum[4]\end{newmonster2*}
+\statblock{mountain_lion}{3}{4 each}
+\statblock{panther}{3}{4 each}
+\statblock{lion}{3}{4 each}
+\statblock{tiger}{3}{4 each}
+\statblock{sabre_tooth_tiger}{3}{4 each}
+
+\begin{newmonster}{cave_locust}\end{newmonster}
+\statblock{cave_locust}{3}{4 each}
+
+\begin{newmonster}{centaur}\end{newmonster}
+\statblock{centaur}{3}{4 each}
+
+\begin{newmonster}{centipede}\end{newmonster}
+\statblock{centipede}{3}{4 each}
+
+\begin{newmonster}{chimera}\end{newmonster}
+\statblock{chimera}{3}{4 each}
+
+\begin{newmonster}{cockatrice}\end{newmonster}
+\statblock{cockatrice}{3}{4 each}
+
+\begin{newmonster}{crab}\end{newmonster}
+\statblock{crab}{3}{4 each}
+
+% Crocodile
+
+\begin{newmonster3}{crocodile}{large_crocodile}{giant_crocodile}\end{newmonster3}
+\statblock{crocodile}{3}{4 each}
+\statblock{large_crocodile}{3}{4 each}
+\statblock{giant_crocodile}{3}{4 each}
+
+\begin{newmonster}{cyclops}\end{newmonster}
+\statblock{cyclops}{3}{4 each}
+
+% Dinosaur
+
+\begin{newmonster3}{stegosaurus}{triceratops}{tyrannosaurus_rex}\end{newmonster3}
+\statblock{stegosaurus}{3}{4 each}
+\statblock{triceratops}{3}{4 each}
+\statblock{tyrannosaurus_rex}{3}{4 each}
+
+\begin{newmonster}{displacer_beast}\end{newmonster}
+\statblock{displacer_beast}{3}{4 each}
+
+\begin{newmonster}{djinni}\end{newmonster}
+\statblock{djinni}{3}{4 each}
+
+\begin{newmonster}{doppleganger}\end{newmonster}
+\statblock{doppleganger}{3}{4 each}
+
+% Dragon
+
+\begin{newmonster}{white_dragon}\end{newmonster}
+\statblock{white_dragon}{3}{4 each}
+
+\begin{newmonster}{black_dragon}\end{newmonster}
+\statblock{black_dragon}{3}{4 each}
+
+\begin{newmonster}{green_dragon}\end{newmonster}
+\statblock{green_dragon}{3}{4 each}
+
+\begin{newmonster}{blue_dragon}\end{newmonster}
+\statblock{blue_dragon}{3}{4 each}
+
+\begin{newmonster}{red_dragon}\end{newmonster}
+\statblock{red_dragon}{3}{4 each}
+
+\begin{newmonster}{gold_dragon}\end{newmonster}
+\statblock{gold_dragon}{3}{4 each}
+
+\begin{newmonster}{dragon_turtle}\end{newmonster}
+\statblock{dragon_turtle}{3}{4 each}
+
+\begin{newmonster}{dryad}\end{newmonster}
+\statblock{dryad}{3}{4 each}
+
+\begin{newmonster}{dwarf}\end{newmonster}
+\statblock{dwarf}{3}{4 each}
+
+\begin{newmonster}{efreeti}\end{newmonster}
+\statblock{efreeti}{3}{4 each}
+
+% Elemental
+
+\begin{newmonster2}{air_elemental}{earth_elemental}\end{newmonster2}
+\begin{newmonster2*}{fire_elemental}{water_elemental}{}{}\end{newmonster2*}
+\statblock{lesser_air_elemental}{3}{4 each}
+\statblock{air_elemental}{3}{4 each}
+\statblock{greater_air_elemental}{3}{4 each}
+\statblock{lesser_earth_elemental}{3}{4 each}
+\statblock{earth_elemental}{3}{4 each}
+\statblock{greater_earth_elemental}{3}{4 each}
+\statblock{lesser_fire_elemental}{3}{4 each}
+\statblock{fire_elemental}{3}{4 each}
+\statblock{greater_fire_elemental}{3}{4 each}
+\statblock{lesser_water_elemental}{3}{4 each}
+\statblock{water_elemental}{3}{4 each}
+\statblock{greater_water_elemental}{3}{4 each}
+
+\begin{newmonster}{elephant}\end{newmonster}
+\statblock{elephant}{3}{4 each}
+
+\begin{newmonster}{elf}\end{newmonster}
+\statblock{elf}{3}{4 each}
+
+\begin{newmonster}{ferret}\end{newmonster}
+\statblock{ferret}{3}{4 each}
+
+% Giant Fish
+
+\begin{newmonster2}{piranha}{rockfish}\end{newmonster2}
+\begin{newmonster2*}{catfish}{sturgeon}{}{}\end{newmonster2*}
+\statblock{piranha}{3}{4 each}
+\statblock{rockfish}{3}{4 each}
+\statblock{catfish}{3}{4 each}
+\statblock{sturgeon}{3}{4 each}
+
+\begin{newmonster}{gargoyle}\end{newmonster}
+\statblock{gargoyle}{3}{4 each}
+
+\begin{newmonster}{gelatinous_cube}\end{newmonster}
+\statblock{gelatinous_cube}{3}{4 each}
+
+\begin{newmonster}{ghoul}\end{newmonster}
+\statblock{ghoul}{3}{4 each}
+
+% Giant
+
+\begin{newmonster3}{hill_giant}{stone_giant}{frost_giant}\end{newmonster3}
+\begin{newmonster3*}{fire_giant}{cloud_giant}{storm_giant}{}{}\end{newmonster3*}
+\statblock{hill_giant}{3}{4 each}
+\statblock{stone_giant}{3}{4 each}
+\statblock{frost_giant}{3}{4 each}
+\statblock{fire_giant}{3}{4 each}
+\statblock{cloud_giant}{3}{4 each}
+\statblock{storm_giant}{3}{4 each}
+
+\begin{newmonster}{gnoll}\end{newmonster}
+\statblock{gnoll}{3}{4 each}
+
+\begin{newmonster}{gnome}\end{newmonster}
+\statblock{gnome}{3}{4 each}
+
+\begin{newmonster}{goblin}\end{newmonster}
+\statblock{goblin}{3}{4 each}
+
+% Golem
+
+\begin{newmonster2}{wood_golem}{bone_golem}\end{newmonster2}
+\begin{newmonster2*}{amber_golem}{bronze_golem}{}{}\end{newmonster2*}
+\statblock{wood_golem}{3}{4 each}
+\statblock{bone_golem}{3}{4 each}
+\statblock{amber_golem}{3}{4 each}
+\statblock{bronze_golem}{3}{4 each}
+
+\begin{newmonster}{gorgon}\end{newmonster}
+\statblock{gorgon}{3}{4 each}
+
+\begin{newmonster}{gray_ooze}\end{newmonster}
+\statblock{gray_ooze}{3}{4 each}
+\statblock{grey_ooze}{3}{4 each}
+
+\begin{newmonster}{green_slime}\end{newmonster}
+\statblock{green_slime}{3}{4 each}
+
+\begin{newmonster}{griffon}\end{newmonster}
+\statblock{griffon}{3}{4 each}
+
+\begin{newmonster}{halfling}\end{newmonster}
+\statblock{halfling}{3}{4 each}
+
+\begin{newmonster}{harpy}\end{newmonster}
+\statblock{harpy}{3}{4 each}
+
+% Hawk
+
+\begin{newmonster2}{hawk}{hawk_giant}\end{newmonster2}
+\statblock{hawk}{3}{4 each}
+\statblock{hawk_giant}{3}{4 each}
+
+% Herd Animal
+
+\begin{newmonster3}{antelope}{goat}{deer}\end{newmonster3}
+\begin{newmonster2*}{caribou}{ox}{}{}\end{newmonster2*}
+\begin{newmonster2*}{elk}{moose}{}{}\end{newmonster2*}
+\statblock{antelope}{3}{4 each}
+\statblock{goat}{3}{4 each}
+\statblock{deer}{3}{4 each}
+\statblock{caribou}{3}{4 each}
+\statblock{ox}{3}{4 each}
+\statblock{elk}{3}{4 each}
+\statblock{moose}{3}{4 each}
+
+% Hellhound
+
+\begin{newmonster}{hellhound}\end{newmonster}
+\statblock{hellhound_3}{3}{4 each}
+\statblock{hellhound_4}{3}{4 each}
+\statblock{hellhound_5}{3}{4 each}
+\statblock{hellhound_6}{3}{4 each}
+\statblock{hellhound_7}{3}{4 each}
+
+\begin{newmonster}{hippogriff}\end{newmonster}
+\statblock{hippogriff}{3}{4 each}
+
+\begin{newmonster}{hobgoblin}\end{newmonster}
+\statblock{hobgoblin}{3}{4 each}
+
+% Horse
+
+\begin{newmonster3}{riding_horse}{war_horse}{draft_horse}\end{newmonster3}
+\statblock{riding_horse}{3}{4 each}
+\statblock{war_horse}{3}{4 each}
+\statblock{draft_horse}{3}{4 each}
+
+% Hydra
+
+\begin{newmonster}{hydra}\end{newmonster}
+\statblock{hydra_5}{3}{4 each}
+\statblock{hydra_6}{3}{4 each}
+\statblock{hydra_7}{3}{4 each}
+\statblock{hydra_8}{3}{4 each}
+\statblock{hydra_9}{3}{4 each}
+\statblock{hydra_10}{3}{4 each}
+\statblock{hydra_11}{3}{4 each}
+\statblock{hydra_12}{3}{4 each}
+
+% Insect Swarm
+
+\begin{newmonster}{insect_swarm}\end{newmonster}
+\statblock{insect_swarm_2}{3}{4 each}
+\statblock{insect_swarm_3}{3}{4 each}
+\statblock{insect_swarm_4}{3}{4 each}
+
+\begin{newmonster}{invisible_stalker}\end{newmonster}
+\statblock{invisible_stalker}{3}{4 each}
+
+\begin{newmonster}{kobold}\end{newmonster}
+\statblock{kobold}{3}{4 each}
+
+\begin{newmonster}{leech}\end{newmonster}
+\statblock{leech}{3}{4 each}
+
+% Living Statue
+
+\begin{newmonster3}{living_crystal_statue}{living_iron_statue}{living_rock_statue}\end{newmonster3}
+\statblock{living_crystal_statue}{3}{4 each}
+\statblock{living_iron_statue}{3}{4 each}
+\statblock{living_rock_statue}{3}{4 each}
+
+% Giant Lizard
+
+\begin{newmonster2}{gecko}{draco}\end{newmonster2}
+\begin{newmonster2*}{horned_chameleon}{tuatara}{}{}\end{newmonster2*}
+\statblock{gecko}{3}{4 each}
+\statblock{draco}{3}{4 each}
+\statblock{horned_chameleon}{3}{4 each}
+\statblock{tuatara}{3}{4 each}
+
+\begin{newmonster}{lizard_man}\end{newmonster}
+\statblock{lizard_man}{3}{4 each}
+
+% Lycanthrope
+
+\begin{newmonster3}{wererat}{werewolf}{wereboar}\end{newmonster3}
+\begin{newmonster3*}{weretiger}{werebear}{devil_swine}{}{}\end{newmonster3*}
+\statblock{wererat}{3}{4 each}
+\statblock{werewolf}{3}{4 each}
+\statblock{wereboar}{3}{4 each}
+\statblock{weretiger}{3}{4 each}
+\statblock{werebear}{3}{4 each}
+\statblock{devil_swine}{3}{4 each}
+
+\begin{newmonster}{manticore}\end{newmonster}
+\statblock{manticore}{3}{4 each}
+
+\begin{newmonster}{mastodon}\end{newmonster}
+\statblock{mastodon}{3}{4 each}
+
+\begin{newmonster}{medusa}\end{newmonster}
+\statblock{medusa}{3}{4 each}
+
+% Men
+
+\begin{newmonster3}{normal_human}{acolyte}{medium}\end{newmonster3}
+\begin{newmonster3*}{veteran}{berserker}{bandit}{}{}\end{newmonster3*}
+\begin{newmonster3*}{brigand}{buccaneer}{pirate}{}{}\end{newmonster3*}
+\begin{newmonster3*}{nomad}{dervish}{merchant}{}{}\end{newmonster3*}
+\begin{newmonster2*}{trader}{noble}{}{}\end{newmonster2*}
+\statblock{normal_human}{3}{4 each}
+\statblock{acolyte}{3}{4 each}
+\statblock{medium}{3}{4 each}
+\statblock{veteran_1}{3}{4 each}
+\statblock{veteran_2}{3}{4 each}
+\statblock{veteran_3}{3}{4 each}
+\statblock{berserker}{3}{4 each}
+\statblock{bandit}{3}{4 each}
+\statblock{brigand}{3}{4 each}
+\statblock{brigand_chain}{3}{4 each}
+\statblock{buccaneer}{3}{4 each}
+\statblock{buccaneer_chain}{3}{4 each}
+\statblock{pirate}{3}{4 each}
+\statblock{pirate_chain}{3}{4 each}
+\statblock{nomad}{3}{4 each}
+\statblock{nomad_chain}{3}{4 each}
+\statblock{dervish}{3}{4 each}
+\statblock{dervish_chain}{3}{4 each}
+\statblock{merchant}{3}{4 each}
+\statblock{trader}{3}{4 each}
+\statblock{noble}{3}{4 each}
+
+\begin{newmonster}{merman}\end{newmonster}
+\statblock{merman_1}{3}{4 each}
+\statblock{merman_2}{3}{4 each}
+\statblock{merman_3}{3}{4 each}
+\statblock{merman_4}{3}{4 each}
+
+\begin{newmonster}{minotaur}\end{newmonster}
+\statblock{minotaur}{3}{4 each}
+
+\begin{newmonster}{mule}\end{newmonster}
+\statblock{mule}{3}{4 each}
+
+\begin{newmonster}{mummy}\end{newmonster}
+\statblock{mummy}{3}{4 each}
+
+\begin{newmonster}{neanderthal}\end{newmonster}
+\statblock{neanderthal}{3}{4 each}
+
+\begin{newmonster}{nixie}\end{newmonster}
+\statblock{nixie}{3}{4 each}
+
+\begin{newmonster}{ochre_jelly}\end{newmonster}
+\statblock{ochre_jelly}{3}{4 each}
+
+\begin{newmonster}{octopus}\end{newmonster}
+\statblock{octopus}{3}{4 each}
+
+\begin{newmonster}{ogre}\end{newmonster}
+\statblock{ogre}{3}{4 each}
+
+\begin{newmonster}{orc}\end{newmonster}
+\statblock{orc}{3}{4 each}
+
+\begin{newmonster}{owl_bear}\end{newmonster}
+\statblock{owl_bear}{3}{4 each}
+
+\begin{newmonster}{pegasus}\end{newmonster}
+\statblock{pegasus}{3}{4 each}
+
+\begin{newmonster}{pixie}\end{newmonster}
+\statblock{pixie}{3}{4 each}
+
+% Pterodactyl
+
+\begin{newmonster2}{pterodactyl}{pteranodon}\end{newmonster2}
+\statblock{pterodactyl}{3}{4 each}
+\statblock{pteranodon}{3}{4 each}
+
+\begin{newmonster}{purple_worm}\end{newmonster}
+\statblock{purple_worm}{3}{4 each}
+
+% Rat
+
+\begin{newmonster2}{rat}{giant_rat}
+\lipsum[1]
+\end{newmonster2}
+\statblock{rat}{3}{4 each}
+\statblock{giant_rat}{3}{4 each}
+
+\begin{newmonster}{rhagodessa}\end{newmonster}
+\statblock{rhagodessa}{3}{4 each}
+
+% Rhinoceros
+
+\begin{newmonster2}{rhinoceros}{wooly_rhinoceros}\end{newmonster2}
+\statblock{rhinoceros}{3}{4 each}
+\statblock{wooly_rhinoceros}{3}{4 each}
+
+\begin{newmonster}{robber_fly}\end{newmonster}
+\statblock{robber_fly}{3}{4 each}
+
+% Roc
+
+\begin{newmonster3}{small_roc}{large_roc}{giant_roc}\end{newmonster3}
+\statblock{small_roc}{3}{4 each}
+\statblock{large_roc}{3}{4 each}
+\statblock{giant_roc}{3}{4 each}
+
+\begin{newmonster}{rock_baboon}\end{newmonster}
+\statblock{rock_baboon}{3}{4 each}
+
+\begin{newmonster}{rust_monster}\end{newmonster}
+\statblock{rust_monster}{3}{4 each}
+
+% Salamander
+
+\begin{newmonster2}{flame_salamander}{frost_salamander}\end{newmonster2}
+\statblock{flame_salamander}{3}{4 each}
+\statblock{frost_salamander}{3}{4 each}
+
+\begin{newmonster}{scorpion}\end{newmonster}
+\statblock{scorpion}{3}{4 each}
+
+\begin{newmonster}{sea_dragon}\end{newmonster}
+\statblock{sea_dragon_5}{3}{4 each}
+\statblock{sea_dragon_6}{3}{4 each}
+\statblock{sea_dragon_7}{3}{4 each}
+\statblock{sea_dragon_8}{3}{4 each}
+\statblock{sea_dragon_9}{3}{4 each}
+\statblock{sea_dragon_10}{3}{4 each}
+\statblock{sea_dragon_11}{3}{4 each}
+
+\begin{newmonster}{sea_serpent}\end{newmonster}
+\statblock{sea_serpent}{3}{4 each}
+
+\begin{newmonster}{shadow}\end{newmonster}
+\statblock{shadow}{3}{4 each}
+
+% Shark
+
+\begin{newmonster3}{bull_shark}{mako_shark}{great_white_shark}\end{newmonster3}
+\statblock{bull_shark}{3}{4 each}
+\statblock{mako_shark}{3}{4 each}
+\statblock{great_white_shark}{3}{4 each}
+
+\begin{newmonster}{shrew}\end{newmonster}
+\statblock{shrew}{3}{4 each}
+
+\begin{newmonster}{shrieker}\end{newmonster}
+\statblock{shrieker}{3}{4 each}
+
+\begin{newmonster}{skeleton}\end{newmonster}
+\statblock{skeleton}{3}{4 each}
+
+% Snake
+
+\begin{newmonster3}{spitting_cobra}{pit_viper}{sea_snake}\end{newmonster3}
+\begin{newmonster2*}{rattlesnake}{rock_python}{}{}\end{newmonster2*}
+\statblock{spitting_cobra}{3}{4 each}
+\statblock{pit_viper}{3}{4 each}
+\statblock{sea_snake}{3}{4 each}
+\statblock{rattlesnake}{3}{4 each}
+\statblock{rock_python}{3}{4 each}
+
+\begin{newmonster}{spectre}\end{newmonster}
+\statblock{spectre}{3}{4 each}
+
+% Spider
+
+\begin{newmonster3}{crab_spider}{black_widow}{tarantella}\end{newmonster3}
+\statblock{crab_spider}{3}{4 each}
+\statblock{black_widow}{3}{4 each}
+\statblock{tarantella}{3}{4 each}
+
+\begin{newmonster}{sprite}\end{newmonster}
+\statblock{sprite}{3}{4 each}
+
+\begin{newmonster}{squid}\end{newmonster}
+\statblock{squid}{3}{4 each}
+
+\begin{newmonster}{stirge}\end{newmonster}
+\statblock{stirge}{3}{4 each}
+
+% Termite
+
+\begin{newmonster3}{swamp_termite}{freshwater_termite}{sea_termite}\end{newmonster3}
+\statblock{swamp_termite}{3}{4 each}
+\statblock{freshwater_termite}{3}{4 each}
+\statblock{sea_termite}{3}{4 each}
+
+\begin{newmonster}{thoul}\end{newmonster}
+\statblock{thoul}{3}{4 each}
+
+\begin{newmonster}{titanothere}\end{newmonster}
+\statblock{titanothere}{3}{4 each}
+
+\begin{newmonster}{toad}\end{newmonster}
+\statblock{toad}{3}{4 each}
+
+\begin{newmonster}{treant}\end{newmonster}
+\statblock{treant}{3}{4 each}
+
+\begin{newmonster}{troglodyte}\end{newmonster}
+\statblock{troglodyte}{3}{4 each}
+
+\begin{newmonster}{troll}\end{newmonster}
+\statblock{troll}{3}{4 each}
+
+\begin{newmonster}{unicorn}\end{newmonster}
+\statblock{unicorn}{3}{4 each}
+
+\begin{newmonster}{vampire}\end{newmonster}
+\statblock{vampire_7}{3}{4 each}
+\statblock{vampire_8}{3}{4 each}
+\statblock{vampire_9}{3}{4 each}
+
+\begin{newmonster}{weasel}\end{newmonster}
+\statblock{weasel}{3}{4 each}
+
+% Whale
+
+\begin{newmonster3}{killer_whale}{narwhal}{sperm_whale}\end{newmonster3}
+\statblock{killer_whale}{3}{4 each}
+\statblock{narwhal}{3}{4 each}
+\statblock{sperm_whale}{3}{4 each}
+
+\begin{newmonster}{wight}\end{newmonster}
+\statblock{wight}{3}{4 each}
+
+% Wolf
+
+\begin{newmonster2}{wolf}{dire_wolf}\end{newmonster2}
+\statblock{wolf}{3}{4 each}
+\statblock{dire_wolf}{3}{4 each}
+
+\begin{newmonster}{wraith}\end{newmonster}
+\statblock{wraith}{3}{4 each}
+
+\begin{newmonster}{wyvern}\end{newmonster}
+\statblock{wyvern}{3}{4 each}
+
+\begin{newmonster}{yellow_mold}\end{newmonster}
+\statblock{yellow_mold}{3}{4 each}
+\statblock{yellow_mould}{3}{4 each}
+
+\begin{newmonster}{zombie}\end{newmonster}
+\statblock{zombie}{3}{4 each}
+
+\part{Monsters from B3: Palace of the Silver Princess}
+
+\begin{newmonster}{archer_bush_orange}
+This is the Archer Bush from the 1st edition of B3, with the orange cover.
+\end{newmonster}
+\statblock{archer_bush_orange}{3}{4 each}
+\begin{newmonster}{archer_bush}
+This is the Archer Bush from the 2nd edition of B3, with the green cover.
+\end{newmonster}
+\statblock{archer_bush}{3}{4 each}
+\begin{newmonster}{baric}\end{newmonster}
+\statblock{baric}{3}{4 each}
+\begin{newmonster}{bubble}\end{newmonster}
+\statblock{bubble}{3}{4 each}
+\begin{newmonster}{decapus_orange}
+This is the Decapus from the 1st (orange) edition of B3.
+\end{newmonster}
+\statblock{decapus_orange}{3}{4 each}
+\begin{newmonster}{decapus}
+This is the Decapus from the 2nd (green) edition of B3.
+\end{newmonster}
+\statblock{decapus}{3}{4 each}
+\begin{newmonster}{diger}\end{newmonster}
+\statblock{diger}{3}{4 each}
+\begin{newmonster}{ghost}\end{newmonster}
+\statblock{ghost}{3}{4 each}
+\begin{newmonster}{marble_snake}\end{newmonster}
+\statblock{marble_snake}{3}{4 each}
+\begin{newmonster}{jupiter_blood_sucker}
+The Jupiter Blood Sucker appeared in the 1st edition of B3, and was replaced by the Vampire Rose in the 2nd edition.
+\end{newmonster}
+\statblock{jupiter_blood_sucker}{3}{4 each}
+\begin{newmonster}{marmoset}\end{newmonster}
+\statblock{marmoset}{3}{4 each}
+\begin{newmonster}{protector}\end{newmonster}
+\statblock{protector}{3}{4 each}
+\begin{newmonster}{purple_moss}\end{newmonster}
+\statblock{purple_moss}{3}{4 each}
+\begin{newmonster}{ubue}\end{newmonster}
+\statblock{ubue}{3}{4 each}
+\begin{newmonster}{vampire_rose}
+Appeared in the 2nd edition of B3 and also in X2 (Castle Amber). Supplanted the Jupiter Blood Sucker from the 1st edition of B3.
+\end{newmonster}
+\statblock{vampire_rose}{3}{4 each}
+
+\part{Monsters from B4: The Lost City}
+
+\begin{newmonster}{banshee}\end{newmonster}
+\statblock{banshee}{3}{4 each}
+\begin{newmonster}{cynidicean}\end{newmonster}
+\statblock{cynidicean}{3}{4 each}
+\begin{newmonster}{werefox}\end{newmonster}
+\statblock{werefox}{3}{4 each}
+\begin{newmonster}{polymar}\end{newmonster}
+\statblock{polymar}{3}{4 each}
+\begin{newmonster}{zargon}\end{newmonster}
+\statblock{zargon}{1}{80}
+
+\part{Monsters from X1: Isle of Dread}
+
+\begin{newmonster3}{allosaurus}{ankylosaurus}{brontosaurus}\end{newmonster3}
+\begin{newmonster3*}{dimetrodon}{plesiosaurus}{trachodon}{}{}\end{newmonster3*}
+\statblock{allosaurus}{3}{4 each}
+\statblock{ankylosaurus}{3}{4 each}
+\statblock{brontosaurus}{3}{4 each}
+\statblock{dimetrodon}{3}{4 each}
+\statblock{plesiosaurus}{3}{4 each}
+\statblock{trachodon}{3}{4 each}
+
+\begin{newmonster}{aranea}
+Appeared in X1 and also in X2 (Castle Amber).
+\end{newmonster}
+\statblock{aranea}{3}{4 each}
+\begin{newmonster}{giant_elk}\end{newmonster}
+\statblock{giant_elk}{3}{4 each}
+\begin{newmonster}{grangeri}\end{newmonster}
+\statblock{grangeri}{3}{4 each}
+\begin{newmonster}{kopru}\end{newmonster}
+\statblock{kopru}{3}{4 each}
+\begin{newmonster}{megatherium}\end{newmonster}
+\statblock{megatherium}{3}{4 each}
+\begin{newmonster}{native}\end{newmonster}
+\statblock{native}{3}{4 each}
+\begin{newmonster}{oyster}\end{newmonster}
+\statblock{oyster}{3}{4 each}
+\begin{newmonster}{phanaton}\end{newmonster}
+\statblock{phanaton}{3}{4 each}
+\begin{newmonster}{phororhacos}\end{newmonster}
+\statblock{phororhacos}{3}{4 each}
+\begin{newmonster}{rakasta}
+Appeared in X1 and also in X2 (Castle Amber).
+\end{newmonster}
+\statblock{rakasta}{3}{4 each}
+
+\part{Monsters from X2: Castle Amber}
+
+\begin{newmonster}{amber_lotus_flower}\end{newmonster}
+\statblock{amber_lotus_flower}{3}{4 each}
+
+\begin{newmonster}{amoeba}\end{newmonster}
+\statblock{amoeba_10}{3}{4 each}
+\statblock{amoeba_11}{3}{4 each}
+\statblock{amoeba_12}{3}{4 each}
+\statblock{amoeba_13}{3}{4 each}
+\statblock{amoeba_14}{3}{4 each}
+\statblock{amoeba_15}{3}{4 each}
+
+\begin{newmonster}{brain_collector}\end{newmonster}
+\statblock{brain_collector}{3}{4 each}
+\begin{newmonster}{death_demon}\end{newmonster}
+\statblock{death_demon}{3}{4 each}
+\begin{newmonster}{mud_golem}\end{newmonster}
+\statblock{mud_golem}{3}{4 each}
+\begin{newmonster}{grab_grass}\end{newmonster}
+\statblock{grab_grass}{3}{4 each}
+\begin{newmonster}{gremlin}\end{newmonster}
+\statblock{gremlin}{3}{4 each}
+\begin{newmonster}{killer_tree}\end{newmonster}
+\statblock{killer_tree}{3}{4 each}
+\begin{newmonster}{lupin}\end{newmonster}
+\statblock{lupin}{3}{4 each}
+
+\begin{newmonster2}{hypnos_magen}{demos_magen}\end{newmonster2}
+\begin{newmonster2*}{caldron_magen}{galvan_magen}{}{}\end{newmonster2*}
+\statblock{hypnos_magen}{3}{4 each}
+\statblock{demos_magen}{3}{4 each}
+\statblock{caldron_magen}{3}{4 each}
+\statblock{galvan_magen}{3}{4 each}
+
+\begin{newmonster}{pagan}\end{newmonster}
+\statblock{pagan}{3}{4 each}
+\begin{newmonster}{phantom}\end{newmonster}
+\statblock{phantom}{3}{4 each}
+\begin{newmonster}{slime_worm}\end{newmonster}
+\statblock{slime_worm}{3}{4 each}
+
+\begin{newmonster}{sun_brother}\end{newmonster}
+\statblock{sun_brother_10}{3}{4 each}
+\statblock{sun_brother_11}{3}{4 each}
+\statblock{sun_brother_12}{3}{4 each}
+\statblock{sun_brother_13}{3}{4 each}
+\statblock{sun_brother_14}{3}{4 each}
+
+\onecolumn
+
+\part{Monsters Listed in Tabular Form}
+\label{wandering_monsters}
+\begin{wanderingmonsters}
+\wanderitem{acolyte}{}
+\wanderitem{air_elemental}{}
+\wanderitem{allosaurus}{}
+\wanderitem{amber_golem}{}
+\wanderitem{amber_lotus_flower}{}
+\wanderitem{amoeba_10}{}
+\wanderitem{amoeba_11}{}
+\wanderitem{amoeba_12}{}
+\wanderitem{amoeba_13}{}
+\wanderitem{amoeba_14}{}
+\wanderitem{amoeba_15}{}
+\wanderitem{ankylosaurus}{}
+\wanderitem{ant}{}
+\wanderitem{antelope}{}
+\wanderitem{aranea}{}
+\wanderitem{archer_bush}{}
+\wanderitem{archer_bush_orange}{}
+\wanderitem{bandit}{}
+\wanderitem{banshee}{}
+\wanderitem{baric}{}
+\wanderitem{basilisk}{}
+\wanderitem{bat}{}
+\wanderitem{bee}{}
+\wanderitem{berserker}{}
+\wanderitem{black_bear}{}
+\wanderitem{black_dragon}{}
+\wanderitem{black_pudding}{}
+\wanderitem{black_widow}{}
+\wanderitem{blink_dog}{}
+\wanderitem{blue_dragon}{}
+\wanderitem{boar}{}
+\wanderitem{bone_golem}{}
+\wanderitem{brain_collector}{}
+\wanderitem{brigand}{}
+\wanderitem{brigand_chain}{}
+\wanderitem{brontosaurus}{}
+\wanderitem{bronze_golem}{}
+\wanderitem{bubble}{}
+\wanderitem{buccaneer}{}
+\wanderitem{buccaneer_chain}{}
+\wanderitem{bugbear}{}
+\wanderitem{bull_shark}{}
+\wanderitem{caecilia}{}
+\wanderitem{caldron_magen}{}
+\wanderitem{camel}{}
+\wanderitem{caribou}{}
+\wanderitem{carrion_crawler}{}
+\wanderitem{catfish}{}
+\wanderitem{cave_bear}{}
+\end{wanderingmonsters}
+\begin{wanderingmonsters}
+\wanderitem[50]{cave_locust}{}
+\wanderitem{centaur}{}
+\wanderitem{centipede}{}
+\wanderitem{chimera}{}
+\wanderitem{cloud_giant}{}
+\wanderitem{cockatrice}{}
+\wanderitem{crab}{}
+\wanderitem{crab_spider}{}
+\wanderitem{crocodile}{}
+\wanderitem{cyclops}{}
+\wanderitem{cynidicean}{}
+\wanderitem{death_demon}{}
+\wanderitem{decapus}{}
+\wanderitem{decapus_orange}{}
+\wanderitem{deer}{}
+\wanderitem{demos_magen}{}
+\wanderitem{dervish}{}
+\wanderitem{dervish_chain}{}
+\wanderitem{devil_swine}{}
+\wanderitem{diger}{}
+\wanderitem{dimetrodon}{}
+\wanderitem{dire_wolf}{}
+\wanderitem{displacer_beast}{}
+\wanderitem{djinni}{}
+\wanderitem{doppleganger}{}
+\wanderitem{draco}{}
+\wanderitem{draft_horse}{}
+\wanderitem{dragon_turtle}{}
+\wanderitem{dryad}{}
+\wanderitem{dwarf}{}
+\wanderitem{earth_elemental}{}
+\wanderitem{efreeti}{}
+\wanderitem{elephant}{}
+\wanderitem{elf}{}
+\wanderitem{elk}{}
+\wanderitem{ferret}{}
+\wanderitem{fire_beetle}{}
+\wanderitem{fire_elemental}{}
+\wanderitem{fire_giant}{}
+\wanderitem{flame_salamander}{}
+\wanderitem{freshwater_termite}{}
+\wanderitem{frost_giant}{}
+\wanderitem{frost_salamander}{}
+\wanderitem{galvan_magen}{}
+\wanderitem{gargoyle}{}
+\wanderitem{gecko}{}
+\wanderitem{gelatinous_cube}{}
+\wanderitem{ghost}{}
+\wanderitem{ghoul}{}
+\wanderitem{giant_bat}{}
+\wanderitem{giant_crocodile}{}
+\wanderitem{giant_elk}{}
+\wanderitem{giant_rat}{}
+\wanderitem{giant_roc}{}
+\end{wanderingmonsters}
+\begin{wanderingmonsters}
+\wanderitem[104]{gnoll}{}
+\wanderitem{gnome}{}
+\wanderitem{goat}{}
+\wanderitem{goblin}{}
+\wanderitem{gold_dragon}{}
+\wanderitem{gorgon}{}
+\wanderitem{grab_grass}{}
+\wanderitem{grangeri}{}
+\wanderitem{gray_ooze}{}
+\wanderitem{greater_air_elemental}{}
+\wanderitem{greater_earth_elemental}{}
+\wanderitem{greater_fire_elemental}{}
+\wanderitem{greater_water_elemental}{}
+\wanderitem{great_white_shark}{}
+\wanderitem{green_dragon}{}
+\wanderitem{green_slime}{}
+\wanderitem{gremlin}{}
+\wanderitem{grey_ooze}{}
+\wanderitem{griffon}{}
+\wanderitem{grizzly_bear}{}
+\wanderitem{halfling}{}
+\wanderitem{harpy}{}
+\wanderitem{hawk}{}
+\wanderitem{hawk_giant}{}
+\wanderitem{hellhound_3}{}
+\wanderitem{hellhound_4}{}
+\wanderitem{hellhound_5}{}
+\wanderitem{hellhound_6}{}
+\wanderitem{hellhound_7}{}
+\wanderitem{hill_giant}{}
+\wanderitem{hippogriff}{}
+\wanderitem{hobgoblin}{}
+\wanderitem{horned_chameleon}{}
+\wanderitem{hydra_10}{}
+\wanderitem{hydra_11}{}
+\wanderitem{hydra_12}{}
+\wanderitem{hydra_5}{}
+\wanderitem{hydra_6}{}
+\wanderitem{hydra_7}{}
+\wanderitem{hydra_8}{}
+\wanderitem{hydra_9}{}
+\wanderitem{hypnos_magen}{}
+\wanderitem{insect_swarm_2}{}
+\wanderitem{insect_swarm_3}{}
+\wanderitem{insect_swarm_4}{}
+\wanderitem{invisible_stalker}{}
+\wanderitem{jupiter_blood_sucker}{}
+\wanderitem{killer_tree}{}
+\wanderitem{killer_whale}{}
+\wanderitem{kobold}{}
+\wanderitem{kopru}{}
+\wanderitem{large_crocodile}{}
+\wanderitem{large_roc}{}
+\wanderitem{leech}{}
+\end{wanderingmonsters}
+\begin{wanderingmonsters}
+\wanderitem[158]{lesser_air_elemental}{}
+\wanderitem{lesser_earth_elemental}{}
+\wanderitem{lesser_fire_elemental}{}
+\wanderitem{lesser_water_elemental}{}
+\wanderitem{lion}{}
+\wanderitem{living_crystal_statue}{}
+\wanderitem{living_iron_statue}{}
+\wanderitem{living_rock_statue}{}
+\wanderitem{lizard_man}{}
+\wanderitem{lupin}{}
+\wanderitem{mako_shark}{}
+\wanderitem{manticore}{}
+\wanderitem{marble_snake}{}
+\wanderitem{marmoset}{}
+\wanderitem{mastodon}{}
+\wanderitem{medium}{}
+\wanderitem{medusa}{}
+\wanderitem{megatherium}{}
+\wanderitem{merchant}{}
+\wanderitem{merman_1}{}
+\wanderitem{merman_2}{}
+\wanderitem{merman_3}{}
+\wanderitem{merman_4}{}
+\wanderitem{minotaur}{}
+\wanderitem{moose}{}
+\wanderitem{mountain_lion}{}
+\wanderitem{mud_golem}{}
+\wanderitem{mule}{}
+\wanderitem{mummy}{}
+\wanderitem{narwhal}{}
+\wanderitem{native}{}
+\wanderitem{neanderthal}{}
+\wanderitem{nixie}{}
+\wanderitem{noble}{}
+\wanderitem{nomad}{}
+\wanderitem{nomad_chain}{}
+\wanderitem{normal_human}{}
+\wanderitem{ochre_jelly}{}
+\wanderitem{octopus}{}
+\wanderitem{ogre}{}
+\wanderitem{oil_beetle}{}
+\wanderitem{orc}{}
+\wanderitem{owl_bear}{}
+\wanderitem{ox}{}
+\wanderitem{oyster}{}
+\wanderitem{pagan}{}
+\wanderitem{panther}{}
+\wanderitem{pegasus}{}
+\wanderitem{phanaton}{}
+\wanderitem{phantom}{}
+\wanderitem{phororhacos}{}
+\wanderitem{piranha}{}
+\wanderitem{pirate}{}
+\wanderitem{pirate_chain}{}
+\end{wanderingmonsters}
+\begin{wanderingmonsters}
+\wanderitem[212]{pit_viper}{}
+\wanderitem{pixie}{}
+\wanderitem{plesiosaurus}{}
+\wanderitem{polar_bear}{}
+\wanderitem{polymar}{}
+\wanderitem{protector}{}
+\wanderitem{pteranodon}{}
+\wanderitem{pterodactyl}{}
+\wanderitem{purple_moss}{}
+\wanderitem{purple_worm}{}
+\wanderitem{rakasta}{}
+\wanderitem{rat}{}
+\wanderitem{rattlesnake}{}
+\wanderitem{red_dragon}{}
+\wanderitem{rhagodessa}{}
+\wanderitem{rhinoceros}{}
+\wanderitem{riding_horse}{}
+\wanderitem{robber_fly}{}
+\wanderitem{rock_baboon}{}
+\wanderitem{rockfish}{}
+\wanderitem{rock_python}{}
+\wanderitem{rust_monster}{}
+\wanderitem{sabre_tooth_tiger}{}
+\wanderitem{scorpion}{}
+\wanderitem{sea_dragon_10}{}
+\wanderitem{sea_dragon_11}{}
+\wanderitem{sea_dragon_5}{}
+\wanderitem{sea_dragon_6}{}
+\wanderitem{sea_dragon_7}{}
+\wanderitem{sea_dragon_8}{}
+\wanderitem{sea_dragon_9}{}
+\wanderitem{sea_serpent}{}
+\wanderitem{sea_snake}{}
+\wanderitem{sea_termite}{}
+\wanderitem{shadow}{}
+\wanderitem{shrew}{}
+\wanderitem{shrieker}{}
+\wanderitem{skeleton}{}
+\wanderitem{slime_worm}{}
+\wanderitem{small_roc}{}
+\wanderitem{spectre}{}
+\wanderitem{sperm_whale}{}
+\wanderitem{spitting_cobra}{}
+\wanderitem{sprite}{}
+\wanderitem{squid}{}
+\wanderitem{stegosaurus}{}
+\wanderitem{stirge}{}
+\wanderitem{stone_giant}{}
+\wanderitem{storm_giant}{}
+\wanderitem{sturgeon}{}
+\wanderitem{sun_brother_10}{}
+\wanderitem{sun_brother_11}{}
+\wanderitem{sun_brother_12}{}
+\wanderitem{sun_brother_13}{}
+\end{wanderingmonsters}
+\begin{wanderingmonsters}
+\wanderitem[266]{sun_brother_14}{}
+\wanderitem{swamp_termite}{}
+\wanderitem{tarantella}{}
+\wanderitem{thoul}{}
+\wanderitem{tiger}{}
+\wanderitem{tiger_beetle}{}
+\wanderitem{titanothere}{}
+\wanderitem{toad}{}
+\wanderitem{trachodon}{}
+\wanderitem{trader}{}
+\wanderitem{treant}{}
+\wanderitem{triceratops}{}
+\wanderitem{troglodyte}{}
+\wanderitem{troll}{}
+\wanderitem{tuatara}{}
+\wanderitem{tyrannosaurus_rex}{}
+\wanderitem{ubue}{}
+\wanderitem{unicorn}{}
+\wanderitem{vampire_7}{}
+\wanderitem{vampire_8}{}
+\wanderitem{vampire_9}{}
+\wanderitem{vampire_bat}{}
+\wanderitem{vampire_rose}{}
+\wanderitem{veteran_1}{}
+\wanderitem{veteran_2}{}
+\wanderitem{veteran_3}{}
+\wanderitem{war_horse}{}
+\wanderitem{water_elemental}{}
+\wanderitem{weasel}{}
+\wanderitem{werebear}{}
+\wanderitem{wereboar}{}
+\wanderitem{werefox}{}
+\wanderitem{wererat}{}
+\wanderitem{weretiger}{}
+\wanderitem{werewolf}{}
+\wanderitem{white_ape}{}
+\wanderitem{white_dragon}{}
+\wanderitem{wight}{}
+\wanderitem{wolf}{}
+\wanderitem{wood_golem}{}
+\wanderitem{wooly_rhinoceros}{}
+\wanderitem{wraith}{}
+\wanderitem{wyvern}{}
+\wanderitem{yellow_mold}{}
+\wanderitem{yellow_mould}{}
+\wanderitem{zombie}{}
+\wanderitem{zargon}{1}
+\end{wanderingmonsters}
+
+\twocolumn
+
+%
+% License section
+%
+
+\part{Open Game Content}
+\label{ogl}
+
+\begin{ogl}
+\item System Reference Document, Copyright \copyright 2000--2003, Wizards of the Coast, Inc., by Jonathan Tweet, Monte Cook,
+Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
+Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
+\end{ogl}
+
+%
+% Table of Contents
+%
+
+\newpage
+
+\tableofcontents
+
+\end{document}
diff --git a/macros/latex/contrib/rpg-module/examples/x2.pdf b/macros/latex/contrib/rpg-module/examples/x2.pdf
new file mode 100644
index 0000000000..99884c7eb9
--- /dev/null
+++ b/macros/latex/contrib/rpg-module/examples/x2.pdf
Binary files differ
diff --git a/macros/latex/contrib/rpg-module/examples/x2.tex b/macros/latex/contrib/rpg-module/examples/x2.tex
new file mode 100644
index 0000000000..c0669c2933
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+++ b/macros/latex/contrib/rpg-module/examples/x2.tex
@@ -0,0 +1,178 @@
+\documentclass[letterpaper,serif]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+\usepackage{enumitem} % Control spacing in description list
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+\title{Dungeon Module X2\\
+Castle Amber\\
+(Ch\^{a}teau d'Amberville)}
+
+\subtitle{An Adventure for Character Levels 3--6}
+
+\coverimage{X2_CoverImage.png}
+
+\abstract{Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know.
+The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly,
+lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long
+enough to find it?
+
+This module contains referee notes, background information, maps, and exploration keys intended for
+use with the D\&D Expert rules. Be sure to look for other D\&D modules from TSR, the Game Wizards!}
+
+\copyrightblock{\vspace{3ex}Distributed to the book trade in the United States by Random House, Inc.
+and in Canada by Random House of Canada. Ltd.
+
+Distributed to the toy and hobby trade by regional distributors.
+
+\copyright 1981 TSR Hobbies, Inc. All Rights Reserved.
+
+DUNGEONS \& DRAGONS and D\&D are registered trademarks owned by TSR Hobbies, Inc.\vspace{1ex}}
+
+\contactblock[p{4.5cm} p{6.0cm} p{7.2cm}]{%
+\vspace{-24pt}
+PRINTED IN U.S.A.
+
+ISBN 0--935696--51--2
+}{\includegraphics[width=4cm]{TSR_Logo.png}}{%
+\vspace{-36pt}
+TSR Hobbies, Inc.
+
+POB 756
+
+Lake Geneva, WI 53147
+\vspace{-11pt}
+\begin{flushright}
+\textbf{\large 9051}
+\end{flushright}
+}
+
+\maketitle
+
+
+
+%% START OF PAGE 1 %%
+
+\showtitle[DUNGEONS \& DRAGONS\registered~Expert Set\\
+Dungeon Module X2\\
+CASTLE AMBER\\
+(CH\^{A}TEAU D'AMBERVILLE)]
+
+Castle Amber is intended for use with the DUNGEONS \& \mbox{DRAGONS} Expert Set, which continues and expands the
+D\&D\registered~Basic rules. This module cannot be used without the D\&D Basic and Expert rules.
+
+\part{Introduction}
+The information in this module is only for the Dungeon Master who
+will guide the players through the adventure. Knowledge of the
+contents of this module will spoil the surprise and excitement for
+players. If you plan to participate in this module as a player, please
+stop reading now.
+
+\section*{Notes for the Dungeon Master}
+Before beginning to play, the DM should read the module thoroughly
+to become familiar with it in detail. The information that is
+boxed is to be read aloud to the players at the appropriate time.
+The material that is not boxed is for the DM's use and should only
+be revealed to the players at the DM's discretion.
+
+This module has been designed for a party of 6 to 10 characters,
+between the 3rd and 6th levels of experience. The total of the
+party's experience levels should be from 26 to 34, with a total of 30
+being best. For example: a party might be made up of a 4th level
+fighter, a 6th level cleric, a 5th level magic-user, a 3rd level thief, a
+5th level dwarf, a 4th level elf and a 3rd level halfling for a total of
+30\,---\,(4\+6\+5\+3\+5\+4\+3 $=$ 30). If the party has a strength of less
+than 26 levels or more than 34, the DM may wish to adjust the
+strength of the monsters in this module\,---\,either making them
+smaller and less numerous or larger and more numerous. Each
+party should have at least 1 magic-user or elf and 1 cleric.
+
+Castle Amber (Ch\^{a}teau D'Amberville) is made up of 9 parts\,---\,some provide wilderness adventures and
+some provide dungeonlike adventures.
+\begin{description}[labelindent=1em,leftmargin=1em]
+\item[Part One] (this section) outlines the scope of the adventure and describes the family of Amber (D'Amberville).
+\item[Part Two] details the West Wing of the Amber family mansion (dungeon adventure).
+\item[Part Three] describes the Indoor Forest in the central part of the mansion, which is built like a greenhouse (wilderness adventure).
+\item[Part Four] is a description of the family Chapel (dungeon adventure).
+\item[Part Five] describes the plan of the East Wing (dungeon adventure).
+\item[Part Six] details the dungeon under the mansion (dungeon adventure).
+\item[Part Seven] is a description of Averoigne, based on a fantasy world created by the author Clark
+Ashton Smith\footnote{Permission to base Part Seven on the Averoigne stories of Clark Ashton Smith was
+graciously granted by CASiana Literary Enterprises, Inc.} (wilderness adventure).
+\item[Part Eight] describes the Tomb of Stephen Amber (La Tombe \'{E}tienne D'Amberville)\,---\,(dungeon adventure).
+\item[Part Nine] gives details on the new monsters introduced in this module.
+\end{description}
+During the adventures the DM should be careful to give the player
+characters a reasonable chance for survival. The emphasis is on
+reasonable. Try to be impartial and fair, but if players persist at
+taking unreasonable risks, or if bravery turns into foolhardiness,
+the DM should make it clear that the characters will die unless they
+act more intelligently. Everyone should cooperate to make the
+adventure fun and exciting.
+
+When describing monster encounters, the DM should not describe
+them only by what they look like. After all, there are four
+other senses as well\,---\,smell, sound, taste and feelings of heat,
+cold, wetness and so forth. The DM should try to vary the approach
+to encounters whenever possible. For example: the party
+might first hear a monster coming before actually meeting the
+monster. Such advance warnings are also a good way to warn a
+party that an encounter might be too difficult to handle. The DM
+should try to avoid letting unplanned wandering monsters ruin the
+balance of the adventure, making it too tough for the party.
+The descriptions of each room give only a minimum of detail. The
+DM should feel free to add any additional details, such as the
+dimensions of the room, so long as this does not alter the challenge
+of the encounter. Additional detail is not necessary, but it may
+strengthen the atmosphere of the adventure.
+
+This module is not designed to be played completely in a single
+session; a number of gaming sessions will be needed to finish it. If
+the party tries to complete the entire module without stopping
+periodically to regain lost hit points and restore spells, they are all
+quite likely to die. The party has an unknown powerful ally looking
+after them. Prince Stephen Amber (described in detail in a later
+section) will send a cloud of amber light to encircle the party at the
+end of a gaming session. This light will protect the party from all
+wandering monsters and provides nourishment. The amber light
+will also restore all lost hit points to wounded characters and allows
+magic-users, elves and clerics a chance to regain their spells. Time
+outside the amber light stops while it continues for those within the
+light. Thus, if characters gain enough experience to reach higher
+experience levels they may train and study between gaming sessions
+and rise in experience levels. Those characters who gain
+experience levels may use the abilities gained at the new level the
+next time they play. In general, the DM will find that a single part of
+the module is equaf to one gaming session.
+
+For the convenience of the DM, whenever a monster or NPC is
+described in the text, the game statistics will be listed in parentheses
+in the following order:
+
+\textbf{Monster Name} (Armor Class; Hit Dice or Class/Level; hit points;
+Number of Attacks per round; Damage per attack; Movement per
+turn (round); Save As: Class/Level; Morale; Alignment; and Abilities
+for NPCs, if necessary.)
+
+Abbreviations which are used are:
+
+Armor Class = \textbf{AC}, Hit Dice = \textbf{HD}, Cleric = \textbf{C}, Dwarf = \textbf{D}, Elf = \textbf{E},
+Fighter = \textbf{F}, Halfling = \textbf{H}, Magic-User = \textbf{M}, Thief = \textbf{T},
+Normal Man = \textbf{NM}; Level = \textbf{\#}, hit points = \textbf{hp}, Number of Attacks = \textbf{\#AT};
+Damage = \textbf{D}, Movement = \textbf{MV}, Save As = \textbf{Save}, Morale = \textbf{ML}; Alignment = \textbf{AL};
+Strength = \textbf{S}, Intelligence = \textbf{I}, Wisdom = \textbf{W}, Dexterity = \textbf{D},
+Constitution = \textbf{C}, Charisma = \textbf{Ch}.
+
+Class/Level is only used for NPCs, while Hit Dice is used for all other monsters. It should be noted
+that movement in a game turn is three times the movement rate per round.
+
+\end{document}