The lair is on two levels, with a massive upper cavern that would be incredibly difficult to reach without magical aid. The white dragon lair is a grotto within a glacier, though it's easy enough to set it within a cave. The topaz dragon lair is contained with caves near a beach, making it an ideal secret base used by pirates or aquatic creatures that are setting up an outpost to invade dry land. The silver dragon lair is a massive temple on a mountaintop, which is the kind of location that a mid to high-level D&D spellcaster would use as a home, with magical defenses and guardians set up to deal with any unwanted guests. The DMs who are bold enough to whip out this map could use it as an ideal location for an entrance to the Underdark, where vicious creatures like cloakers and grell wait to devour anything that dares enter their halls. The sapphire dragon lair is easily the most complicated in Fizban's Treasury of Dragons, as it's a massive complex filled with winding tunnels, overlapping natural land bridges, and chambers with multiple exits. The green dragon lair is within a forest, with the players needing to descend the hollowed insides of a massive dead tree to enter it, making it a great choice for adventures featuring D&D druids or fey. The red dragon lair is within an active volcano, with a massive lake of magma running through the dungeon, making it a great choice for adventures featuring azer, derro, duergar, fire elementals, or djinni. The gold dragon lair is the most welcoming of the dungeons in Fizban's Treasury of Dragons, as it actually has living quarters for guests, making it a great choice for a dungeon set in a base or an outpost, especially for a small group of foes, or even as a quick map used for an allied army base. The emerald dragon lair is an abandoned vault with a structured, manmade design, making it a great choice for dungeons that are found beneath existing cities or settlements. The crystal dragon lair is set on a frozen mountaintop that is adorned with spires, which has a basic layout on a grand scale, making it the ideal location for an epic final battle, where the players must race against the clock to reach the summit. The copper dragon lair is hidden beneath a hill and consists of several winding tunnels that connect to small chambers, making it ideal for adventures involving ( aside from scary boss dragons) goblins, kobolds, and other small humanoid foes. The bronze dragon lair is an abandoned dwarven outpost near a coastline, which would fit well into a campaign where the players have access to a boat, such as Ghosts of Saltmarsh. The brass dragon lair is in a canyon that connects to ancient ruins, which is great for adventures that feature constructs or undead. The blue dragon lair is meant to be set in a desert, but its design is abstract enough that it could fit anywhere, and the fact that its entrance is in the center of the map means that it's great for adventures where the DM wants to give the players multiple routes. The black dragon lair is a ruined church in a swamp, which is a great location for adventures featuring undead or evil cultists. The amethyst dragon lair is great for adventures set in underground locations near a water source, which is a common enough location for a low-level adventure. All fifteen lairs come with their own maps, and each of them are easy to repurpose for use in homebrew campaigns, even without the dragons inside of them.
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