From publisher blurb:
Encounters are the backbone of any adventure. It is a series of encounters, often connected by threads, that come together to form a complete adventure. For those GMs who wish to construct their own adventures, the encounters that follow may serve as either distractions from the larger adventure or the inspiration for a series of GM-crafted encounters of which one of these twelve encounters is only a launch pad.
One way in which to make the creation of an adventure much, much easier is to select a harsh environment that brings with it its own hazards and established expectations. Personally, I am a fan of setting adventures in arctic environments; the cold snow and blowing winds make for a setting that allows for more sneak attacks, higher chances of getting lost (and, of course, stumbling across forgotten dungeons), as well as a selection of entertaining monsters.
On the other side of that hazardous climate coin, we find the deserts . . . which also allow for blowing sands to hide secret locations and conceal the movements of enemies. It is the deserts of fantasy worlds for which this PDF has been created . . . though I now know that I certainly must create a collection of arctic encounters one of these days.