ROADS AND STREETS

The following information expands upon the urban features described in the Dungeon Master’s Guide.

Alleys: Most alleyways are 5 to 10 feet in width, though some are as narrow as 2 or 3 feet. Alleys are rarely paved, except in the wealthiest districts. Most are unlit, even if they connect to brightly illuminated streets.

Streets: The average city street is 15 to 20 feet wide, though byways might only be 10 feet wide. Paving depends on the wealth of the district and the importance of the street.

Avenues: These major thoroughfares are not found in every city. They average 25 feet wide, allowing carriages and wagons to pass in both directions while providing walkways for pedestrians on either side, and are normally paved with cobblestones. These roadways usually provide access to city gates, major governmental and religious centers, and large marketplaces.

SURFACES AND FOOTING

The size and width of a street can be of secondary importance to its quality.

Rough Dirt: An unpaved road that sees substantial use might be rutted from wagon wheels or could develop holes after a strong rain, becoming uneven. An uneven dirt road qualifies as light rubble, increasing Balance and Tumble check DCs by 2. During a heavy rain, a dirt road might turn to mud. In such terrain, each square of movement costs 2 squares, much like shallow bog.

Packed Dirt: A dirt road that is kept in decent repair does not deteriorate readily, so it does not impose penalties on Balance and Tumble checks as does a rough road. It still can become mud during a storm, though.

Broken Cobblestones: Even a city that can afford to pave its streets might not be able to afford to maintain them. Over time, cobblestones break or become dislodged, and the road becomes rougher. Treat this kind of terrain as light rubble, increasing the DCs of Balance and Tumble checks by 2. A surface of broken cobblestones never becomes muddy in rain.

Cobblestones: A well-maintained paved road remains smooth and firm, regardless of weather, and imposes no penalties on movement.

Upheaval: All the above entries assume typical conditions. Storms, earthquakes, magical assault, and other disasters can reduce roadways to troublesome obstacles. Treat a dirt road churned up by such a disaster as mud, imposing the penalties described above. A paved road that has been shattered becomes the equivalent of dense rubble. Every square of movement costs 2 squares, Balance and Tumble check DCs increase by 5, and Move Silently check DCs increase by 2.

Streets: Typical city streets are narrow, twisting, and crowded. Most streets average about 15 feet wide, while alleys range from 10 feet wide to as little as 5 feet from wall to wall.

Some cities, particularly cities that grow organically from small settlements to larger cities, have no large thoroughfares. Cities that are planned, or that have suffered a major fi re that prompted authorities to construct new roads, might have a few larger streets through town. These main roads are about 25 feet wide—offering room for wagons to pass each other—with 5-foot-wide sidewalks on either side.


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