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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}