From publisher blurb:
Characters will not be the only people, or beings, travelling along roads or through the wilderness, and both may also have various hazards, natural, constructed or creatures. Instead of quickly passing over journeys to and from different places, this is a list of 100 different random encounters for characters to have.
Some of these encounters are beneficial and some are harmful. Some are just odd, and may cause confusion, muddy the waters or be a possible source of hooks for adventures or side quests, if a GameMaster wishes to develop them further. A number of results have the names of NPCs, groups and locations; these can be replaced with ones that are more appropriate to a campaign setting if desired.
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Here are some sample results:
The party walks past a pauper's field. There is a small group of people paying respects, and setting up a wooden marker. Those who stop find a widower, and his two children. His wife was killed by a sickness that has been running through the countryside, and they did not have the money to seek aid.
The party sees several, strange talismans hanging from nearby trees. They're in the shape of poppets and wicker men, hung by the neck with hempen cord. Make a Common Knowledge roll with -2 to reveal these are meant to ward away dangerous spirits.
While walking down the road, the party finds large boulders with directions chiseled into them. There is a compass rose, along with mile markers, and which towns lie in what directions. These stones are far too big to be moved or shifted, making them ideal markers. They provide a +2 bonus on Survival rolls to navigate the roads.
The party comes across a group of five men making camp. They welcome the party to share their fire, and to camp with them if they wish. If the party has a reputation, or is clearly not an easy target (displays of magic, armed and armored, etc.), then the five bandits remain friendly and respectful. However, making a Notice roll with -3 reveals armoured the leader has a distinctive black raven tattoo just peeking out from beneath his clothes. That brand is worn by the Scavengers, a group of dangerous highwaymen. If confronted, the man attempts to proclaim his innocence, but making a Notice roll with -2 sees through his lies. The bandits scatter if the party gets aggressive, and unless all of the men are killed or captured, they will come after the party to free their brethren and/or exact revenge.
The party comes across a burly, half-orc farmer in an ox cart, hauling a load of potatoes. He tells them to stay back, and is distrustful of them. Making a Persuasion roll with -2 (with a +2 bonus if the party bears a noted symbol such as a knight's banner or official badge for the local area) makes the farmer slightly more personable. He remains gruff, though, and will drive a hard bargain for potatoes if the players ask. He will not allow them to ride on his cart.