From publisher blurb:
Not all rumors that the player characters may overhear on the busy streets – or in the taverns of the campaign world – are local. At times, the party may hear rumors of distant lands, other places where the promise of riches and ad- venture exceed the opportunities in their current loca- tion. At such times, the heroes may decide that their best course of action comes down to one thing: visit that other place and investigate the rumors.
A Dozen Rumors of Other Places provides the gamemaster with another twelve rumors that may be dropped into an existing campaign. Whether or not the player characters act on the rumors will determine what happens next in your campaign, so it is ad- vised that, before introducing any of these rumors to your game, you make rough notes on “what happens next?” if the PCs take the bait. Do you allow them to reach the other place, or do distractions change their direction?