This design is for Dungeon Masters and players of Dungeons & Dragons. I hope it will be interesting for both long time players, and people getting into D&D for the first time. The tower can be a one-shot or you can check the story below.
I saw a 2D tower map, and I thought something similar will be great vertical. It has 25mm squares and 40mm height for miniatures. It will require a printer capable of doing a 300mm circle. Make sure you can fit the design on your printer! It is possible to scale it down, but make sure your minis will fit on a square. This is a 7 layer tower, each level is a playable map. They all stack in order to make a real tower.
Following is the campaign I wrote. This is just a story I made up while drawing. Feel free to change any or all of it. Suggested party - 4.
Intro - A tall handsome man in his 40s approaches the party. His hair is starting to turn white in some places. He offers the party a job. To confront a wizard in his tower. His recklessness may doom the entire world, if it has not done so already. The traveller says he needs help to save the world, and that if they want the world to survive the approaching storm, this is the way to start. He also informs the party the tower is full of magical items, if they need incentive. He gives the party directions to the tower and tells them they will meet again. With that he leaves. He does not give a name, if asked he says it's not important. (Any insight check on the traveller tells the party that the man is honest to a fault).
Enchanted door - The party arrives at the tower, a huge stone door denies them entry. The door glows with light blue runes. An arcana check can reveal that this is an abjuration rune. The door is heavily enchanted and will not fall to brute force. There are two braziers by the staircase. Two stones can be placed inside acting as keys. The stones are under an illusion, disguising them as common rocks in the area. An arcana check can be used to feel the magic from the stones or perception to see a flicker in the illusion. When both stones are placed in the braziers, the seal on the door glows and disappears along with the door.
Second floor (Chess Board) - Going through the gate the party sees an empty chess board. To the left and right of it are two levers, and behind it an inactive teleportation orb. Pulling one of the levers makes the entire tower shake a bit and a sound can be heard as if stone was grinding stone. Pulling the other lever seals the door behind the party and they are trapped. The chess pieces are conjured on the board. There are 4 (party size) empty slots on the black side - a rook, knight, bishop and queen. Once the party take their role, the game begins. White plays Pawn F3. No matter what move the party decides on, the enemy will play Pawn G4 on their turn, allowing a Fool's Mate if the party knows it. If they take the advantage and mate the opponent the orb will activate and they can teleport to the third floor. If not mated on the third move White will start playing seriously targeting the player pieces and defending against checkmate. White will always take a player character, if able, but will not sacrifice (ex. queen for rook) unless forced. Once taken a player character is teleported away to the middle of the first floor. If the party is mated they all go down. If they are all taken the game also ends. The possible scenarios are all party members are on the second floor allowing teleportation to the third, all party members go to the first or they are split. (This requires only the GM to have some skill in chess, and is preferable if the party has never played. The rules can be adapted to your own game depending if my version seems too easy or too complex).
First floor (Basement/Maze) - Players start in the middle of the room after the chess game concludes. It is dark, very dark, magically dark. Players can see one space in each direction, players with Darkvision can see two, magical light can also illuminate two squares. (Torches can be allowed by the DM) On the ceiling the chess board tiles can be seen, allowing the only sips of light to come through. Voice can be heard between the first and second floor, if the party is split. Once the party wakes after the game of chess they see a faintly glowing writing "Activate the North orb". If your players do not have a compass, you can provide them with one, either next to the writing, or if you want to torture them a bit, in one of the dead ends. A couple of the corridors before the orbs are very small and harder to notice in darkness (perception check). Those tight spots are also a dexterity check for medium or bigger creatures. If the players find the correct orb on the first try they are all teleported to the third floor (including any left on the second). If the players touch any of the other orbs the room shakes and is spun 1d4 times 90 degrees clockwise. Players can notice the room spinning by looking at the tiles on the ceiling. It is possible once the room spins for the incorrect orb to become the correct one. If a player is still on the second floor, it is also possible to rotate the room once to 90 degrees per pull of the first lever. (Seems like an easily abusable puzzle, but if you are not comfortable with these rules, you can ask for all orbs to be active, whatever seems fun. I would also include a Living Wall homebrew creature with stats calculated for the party. But I would change it's description from mass of bones to mass of arcane energy, for the purposes of the wizard's motives in this current campaign.)
Third floor (Living Quarters) - Upon finishing with the second (and maybe first) floor, the party arrives at another orb. They are greeted by a huge tall Orc wearing a suit and a monocle. "Greetings, the Master and I were expecting you. My name is Might. looks over the party I hope you did not go through the basement, I haven't had the chance to fix the lighting there. I do swear, it is impossible to fetch the wine. But I digress, dinner is nearly done. It will be served in the dining hall, which is the third door to the right." With that he will enter the kitchen. If the party enters the dining hall they will be served food. A successful insight check on Might will reveal he has no intention of poisoning them. The food actually gives a 6 hour buff with +1 to their highest stat. For exploring reasons, the party starts at the orb opposite from the main door. The first door to the right is Might's quarters, connected to the kitchen. After that is the dining room. The four rooms on the other side are 4 empty bedrooms. Across the hall from the orb is another orb to the fourth floor. The party can talk to Might, and he will be friendly, but will not give any relevant information about the Master. (This can be made into rooms with encounters and treasure, but for the purposes of this story, it is better this way.)
Fourth floor (Laboratory) - Arriving here, in the middle of a ring of enchantment on the ground a massive gear golem lies inactive. As the party approaches, it activates leading to a small boss encounter. After the golem is defeated the party can explore the laboratory. They can use the enchantment ring (with an arcana DC 10) to enchant one weapon to +1, or one piece of armor to +1 AC, or one piece of jewelry with a once a day use of any Cantrip or Level 1 Spell of any class. In one of the rooms they can find transmutation circles, with an arcana check they can transmute one magical piece of gear with similar qualities as the enchantment circle, if they provide the materials for it (ex. from a pile of bones, a +1 bone weapon). Enchanted/transmuted items are considered magical for durability and damage reduction reasons. Also, in another room they can find a alchemy table, where they can find some potions and can mix a few with a survival check. Across from the first orb is the one leading to the fifth floor. (All suggested monsters should have HP, abilities and stats suited for the party).
As a little bonus, instead of transmuting generic items, I will suggest a few homebrew items. Materials for the transmutation can be salvaged from the golem.
Perdition's Blade:
Dagger
Damage: 1d4+1
Damage Type: Piercing
Properties: Finesse, Light, Range, Thrown
Range: Melee, 20/60,
Every time the blade hits, roll 1d8. On a 8 do 1d4 extra fire damage. +1 for every 3 player levels.
Counts as a +1 weapon.
(WoW rogue player, had to get it in.)
Ezra's Repeater:
Light Crossbow
Damage: 2d4
Damage Type: Piercing
Properties: Ammunition, Loading, Two-Handed
Range: 80/320
The crossbow is equipped to shoot two smaller bolts, instead of a single standard one. Damage buffed from 1d8 to 2d4.
Once per day as a loading action, the crossbow can assemble two explosive bolts. The user must have 2 bolts and gunpowder in their inventory. They deal 2d4 Piercing damage on hit and 2d4 Fire damage at the start of the user's next turn. The explosive bolts are highly experimental, the range of the explosion is determined by the DM using a 1d4 x 5ft. The explosion hits all creatures in its radius.
(Inspired by the campaign that got me into D&D, TFS at the Table from Team Four Star on YouTube, created from the interaction between a Half-Elf Rogue and a Merfolk Monk. Please use it <3.)
Gunblade:
Shortsword
Damage: 1d6+1
Damage Type: Piercing
Properties: Finesse, Light
Range: Melee
Counts as a +1 weapon.
This weapon can be used as a light pistol:
Damage: 1d6-2 (min 1)
Damage Type: Piercing
Properties: Light, Loading, Range
Range: 30/120
The gun's precision is lowered from the imbalance, -3 to Ranged Attacks using the gun. The gun receives proficiency from Sword skill, but can only add DEX modifier.
(This allows melees to be useful when an enemy runs away and such, also enjoy their class fantasy in a new way, without turning them into a ranged class. Although the DM can allow the player to remove the negatives with work on the gun at blacksmith or by the player over time.)
Spellslinger's Band:
Ring, Magical, Attunement to one person per day.
Once per day overcharge your spellcast, giving either advantage to the caster or disadvantage on an enemy on a saving throw (one enemy for AoE spells). This spellcast can not be negated from Counterspell.
(Spellcasters don't get the same item excitement as others, this item will remain relevant as they progress, and may turn the tide of battle if used properly.)
Striking Bulwark:
Shield, Magical.
Gives +2 to AC.
When a melee attacker misses the wielder, return Player Level + STR piercing damage, as a blade extends from the shield striking them.
The wielder may only benefit from the effects of one shield at a time.
If the shield is enchanted, it gets a bonus to both AC and All Damage.
Versatile: 1H - Normal Stats, 2H - The wielder can perform attacks for 1d6+STR, the shields retains all 1H stats as well.
(Shield only combat style, some tanking incentive.)
Fifth floor (Portal Room) - The party arrives at the fifth floor. Besides them stands a big table covered with runes and stones. A good arcana check can reveal that the runes are those of conjuration, the magic behind teleportation. The markings around the stones reveal that each stone keeps a specific portal open. There is a slot marked Balcony, but there is no stone in it. Other stones do not fit the slot. Around the room there are five portals, through them the party can see a desert, a forest, a snow valley, a high mountain and a jungle waterfall. The stone is hidden in one of those locations. Once the party enters a portal they can roll an investigation check (average value DC 20, making it nearly impossible to find it on the first room). As they walk out, through each of the other portals walks out a creature native to the zone. After the party fights off the creatures they can enter another portal (average DC 15, if a third portal is entered DC 10 and so forth. If the party is unlucky enough to need to enter the fifth portal they automatically find the stone). Creatures spawn every time the party comes back to the tower, unless they hold the stone. Placing it on its slot allows them to travel up.
Sixth floor (Balcony) - Upon arriving at the balcony, a hooded figure stands in the middle of the room. He says only "Now, let's see, if you can do it." Roll initiative. Here I suggest an NPC that is too strong for the party. The spells and actual power is determined by the DM. Four evocation runes pulse fire/poison/frost/lightning damage (amount chosen by DM,DEX save for half if standing on them) at the start of the wizard's turn. Upon damaging the wizard to 50% he says "That is quite sufficient" and casts an irresistible Hold Person on each party member (triggering a cutscene). The wizard removes his hood revealing to be the traveller that sent them here. He releases the hold on the party. "While I was not entirely honest with you, I did not lie. I have detected a terrible evil to the world. In my recklessness I tried to oppose it alone. I failed. And because of my pride the world may never be the same soon. But my test has proven useful, you are strong enough to battle the darkness about to befall us. In return I can offer equipment, knowledge, a roof over your head, also Might makes a divine egg salad. For now, you have earned a rest. You can feel at home in my tower. Take these stones offers each party member a stone with a spiral carved into it, these will allow you to travel freely through the tower floors, as well as help you return to the tower (teleports the user to the tower once per week). Might has prepared rooms for you on the third floor. Meet me later in the Observatory above us to give me your decision, those stones will help you get there." With that the party takes a long rest on the third floor. (This was written as an intro for a larger story, and while the tower can be used for a single adventure, this story allows it to be a player home, and be used for years in a long campaign. The tower can come under attack as the players gain renown and enemies.)
Seventh floor (Observatory) - Once the party has rested, they join the wizard in the last floor. He rewards them for their success in the mission he gave them, tells them his name, and the party might receive a level, all of that is decided by the DM. The DM can use this time to lore drop about the BBEG of the campaign and what danger the world actually faces. The wizard can also use the magical looking glass in the observatory to show the party images of the disaster that is about to happen.
I hope you guys enjoy this idea, I had fun making it, I had fun writing the story.