diff --git a/gm.tex b/gm.tex
index e3e624b55ff08153dc3e6dfc6b265ffc146372f0..1a99f087654430948a2c75e66219876c2cdb21c0 100644
--- a/gm.tex
+++ b/gm.tex
@@ -39,12 +39,16 @@ Each time the players pass through a region, roll $3D6$ on the encounter table a
 You can make a unique encounter table for each region in your campaign to individuate them.
 As an example, have a look at Redfall's forests:
 
-\end{multicols}
+The forest can be a dangerous place, but not nearly as dangerous as the marshes.
+The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches.
+
+Some encounters presented are fairly benign.
+Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
+Despite the different tables, the overlap provides some cohesion to the area.
 
 \begin{encounters}{Redfall}
 
 Marshes & Forest & Result \\\hline
-	\li & Mana Lake. \\
 	\li & Elven fortress. \\
 	\li & Hobgoblins. \\
 	\li \lii Ghouls. \\
@@ -57,15 +61,6 @@ Marshes & Forest & Result \\\hline
 
 \end{encounters}
 
-\begin{multicols}{2}
-
-The forest can be a dangerous place, but not nearly as dangerous as the marshes.
-The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches.
-
-Some encounters presented are fairly benign.
-Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
-Despite the different tables, the overlap provides some cohesion to the area.
-
 If you reach a result which is not listed, there is no encounter.
 If you roll trips -- three of the same number -- roll again, and if you get another encounter, combine the two.
 If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron.