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Mathematical! A whimsical high-level campaign inspired by the Land of Ooo. Battle the Lich, explore the Ice Kingdom, raid dungeon after dungeon, and save the Candy Kingdom from certain doom. Features 14+ sessions across 4 story arcs with beloved NPCs, zany locations, and encounters that mix genuine peril with cartoon chaos.

Story Arcs

Arc 1

The Candy Kingdom Crisis

A mysterious blight is spreading through the Candy Kingdom, turning candy people into mindless husks. The heroes must investigate the source, rally allies, and protect Princess Bubblegum's realm before it crumbles.

Arc 2

The Ice King's Redemption

The Ice King's crown is fracturing, releasing ancient magic across the land. The heroes must delve into Simon Petrikov's tragic past, brave the Ice Kingdom, and decide whether the crown can be saved — or must be destroyed.

Arc 3

Nightosphere Rising

The barrier between Ooo and the Nightosphere is weakening. Demonic incursions threaten the land while an ancient evil manipulates events from the shadows. The heroes must venture into the Nightosphere itself to seal the breach.

Arc 4

The Lich Awakens

The true enemy reveals itself. The Lich — an ancient undead horror older than Ooo itself — has been orchestrating everything. The heroes must gather the legendary Gems of Power, confront the Lich in his prison dimension, and end his threat once and for all.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

Welcome to Ooo

The party arrives in the Candy Kingdom during a festival. Introduce Princess Bubblegum, the Candy People, and the Tree Fort. A candy person suddenly goes feral — the blight has begun. PB asks the heroes to investigate.

2

Dungeon Crawl: The Candy Catacombs

Beneath the Candy Kingdom lies a forgotten catacomb of hardened sugar-crystal. The blight traces back here. Fight candy zombies and ooze creatures. Discover an ancient artifact pulsing with necrotic energy.

3

Into the Grasslands

Follow the blight's trail through the Grasslands. Visit the Tree Fort and meet Jake and BMO. Encounter corrupted Grass Ogres and a Shambling Mound made of cursed vegetation. Find a clue pointing to the Ice Kingdom.

4

The Ice Kingdom Cometh

Journey to the Ice Kingdom. The Ice King is acting stranger than usual — his crown is cracking and ice magic is going haywire. Negotiate with or fight through ice creatures to reach his castle. The Ice King begs for help.

5

Simon's Memory Dungeon

Enter a magical memory dungeon inside the Ice King's fractured mind. Relive Simon Petrikov's tragic past through combat encounters that represent his memories — each room is a different era. Boss fight against the Crown's psychic manifestation.

6

Crown of Ice

The crown shatters, releasing an ice elemental of tremendous power. Battle across the frozen peaks of the Ice Kingdom. Decide the crown's fate: reforge it (saving Simon but risking future corruption) or destroy it (freeing Simon but releasing the ice magic into the wild).

7

Marceline's Warning

Marceline the Vampire Queen arrives with dire news — something is tearing holes between Ooo and the Nightosphere. Visit her cave home. A portal rips open mid-conversation and demons pour through. Defend the area and learn that Hunson Abadeer has lost control.

8

Dungeon Crawl: The Nightosphere Gate

Travel to the Nightosphere gate — a dungeon of twisted reality where physics breaks down. Rooms shift, gravity reverses, and demonic traps test the party. Fight fiends guarding the gate mechanism. A choice: enter the Nightosphere or try to seal it from this side.

9

Into the Nightosphere

Cross into the Nightosphere — a hellish landscape of fire, darkness, and soul-stealing demons. Navigate Hunson Abadeer's chaotic domain. Ally with or fight Marceline's father. Discover the breach was caused deliberately by something far worse than demons.

10

The Lich's Shadow

Seal the Nightosphere breach but discover traces of the Lich's influence everywhere. Return to Ooo to find more blight spreading. Prismo (the wish master) appears in a dream to warn: the Lich is breaking free from his prison. Gather the party for the final arc.

11

Gathering the Gems

The Gems of Power are scattered across Ooo. Split into mini-quests: one gem in the Fire Kingdom (guarded by fire elementals), one in the Lumpy Space (bizarre gravity puzzles), one in the Desert of Doom (a buried temple). Each gem is a combat/puzzle encounter.

12

Dungeon Crawl: The Citadel of the Lich

The Lich's prison dimension is a massive dungeon of bone and shadow. Navigate traps made of solidified death magic. Fight the Lich's generals — a Death Knight and a Mummy Lord. The dungeon itself is alive and hostile.

13

The Lich Unbound

Reach the Lich's inner sanctum. He has nearly broken free. A multi-phase boss fight: Phase 1 is the Lich in a weakened form (spellcaster), Phase 2 he absorbs necrotic energy and becomes a physical terror, Phase 3 is a desperate race to use the Gems while he tries to complete his escape.

14

Aftermath: The Best Day Ever

The Lich is defeated. Epilogue session: celebrate in the Candy Kingdom, tie up loose ends with NPCs, resolve personal character arcs. PB throws a kingdom-wide party. Optional: Prismo offers each hero a single wish as thanks. End with a campfire scene at the Tree Fort.

15

Bonus: Dungeon Train

Optional side quest. The Dungeon Train — an infinite magical train where each car is a different dungeon room with increasingly difficult monsters and better loot. How far can the party get? Pure combat gauntlet with escalating CR encounters.

16

Bonus: The Hall of Egress

Optional puzzle dungeon. A mysterious door appears in the Grasslands. Inside is the Hall of Egress — a dungeon that resets every time you try to leave. The only way out is to enter with your eyes closed and navigate by memory, sound, and trust. Heavy RP/puzzle session with minimal combat.

NPCs

Princess Bubblegum

Construct · Ruler of the Candy Kingdom

Brilliant scientist-queen made of bubblegum. Lawful Good with a ruthless pragmatic streak. She created most of the Candy People and takes their safety personally. Speaks in a mix of royal formality and scientific jargon. Quest giver for Arc 1. Has a secret lab beneath the castle where she monitors threats to Ooo. Romantically involved with Marceline. Will sacrifice almost anything to protect her people.

Jake the Dog

Beast · Adventurer & Stretchy Dog

A magical dog who can stretch and reshape his body to any size or form. Chaotic Good, laid-back, and wise in unexpected ways. Lives in the Tree Fort. Loves sandwiches, viola music, and his pups. Gives surprisingly good advice. Can serve as a mount, bridge, boat, or parachute in a pinch. Reluctant to fight but fierce when his friends are threatened.

BMO

Construct · Living Video Game Console

A sentient handheld gaming console who lives in the Tree Fort. Tiny, cheerful, and innocent. Speaks in the third person. Can project images, play music, and interface with magical technology. Despite being small, BMO is surprisingly brave. Provides comic relief but occasionally delivers profound wisdom. Can serve as a translator for ancient Ooo technology.

The Ice King (Simon Petrikov)

Humanoid · Cursed Wizard / Former Antiquarian

A tragic figure — once the kind scholar Simon Petrikov, now driven mad by the Ice Crown's power. Kidnaps princesses compulsively but is fundamentally lonely rather than evil. His crown grants powerful ice magic but erodes his sanity. In lucid moments, the real Simon surfaces, remembering his lost love Betty and his former life. Central to Arc 2. If the crown is removed or purified, Simon may be restored.

Marceline the Vampire Queen

Undead · Vampire Queen & Musician

A thousand-year-old vampire who feeds on the color red (not blood). Chaotic Good, fiercely independent, plays a bass guitar made from her family axe. Daughter of Hunson Abadeer (Lord of the Nightosphere). Has a complicated past with both Simon (who cared for her as a child) and Bubblegum (her romantic partner). Ally in Arc 2 and quest giver for Arc 3. Can fly, turn invisible, and shapeshift.

Lumpy Space Princess

Aberration · Self-Proclaimed Royalty

A floating purple cloud-like being from Lumpy Space. Dramatic, self-absorbed, and speaks in a valley-girl accent. Despite her shallowness, LSP has hidden depths of courage. Her lumps can infect others with "lumpiness." Provides comic relief and occasional crucial help. Knows the location of one of the Gems of Power in Lumpy Space.

Hunson Abadeer

Fiend · Lord of the Nightosphere

Marceline's father and ruler of the Nightosphere (the underworld). Chaotic Evil but loves his daughter. Wears a business suit and acts like a corporate executive while being a soul-devouring demon lord. Uses the Nightosphere Amulet to maintain his power. Central antagonist of Arc 3 — but he's not the true villain. He's lost control of his domain and needs help, which he'd never admit willingly.

Prismo

Celestial · Wish Master

A two-dimensional being who exists in the Time Room at the center of the multiverse. Can grant wishes — but wishes always have ironic consequences. Speaks casually, makes artisanal pickles as a hobby. His physical form is actually the dream of an old man sleeping in a bathtub. If the old man wakes up, Prismo ceases to exist. Appears in dreams to deliver warnings about the Lich.

Peppermint Butler

Construct · Royal Butler & Secret Dark Wizard

Princess Bubblegum's loyal butler — a sentient candy person shaped like a peppermint. Unfailingly polite and proper on the surface, but secretly practices dark magic and has connections to demonic entities. Knows things he shouldn't. Can provide forbidden knowledge about the Lich and the Nightosphere, for a price. Alignment is ambiguous — he serves Bubblegum faithfully while maintaining terrifying dark contacts.

Flame Princess

Elemental · Ruler of the Fire Kingdom

A fire elemental who rules the Fire Kingdom. Young, passionate, and working hard to be a just ruler after overthrowing her tyrannical father. Everything she touches burns unless she concentrates. Guards one of the Gems of Power. Can be an ally if the heroes help with a Fire Kingdom problem first. Distrusts outsiders but respects honesty and courage.

The Lich

Undead · Ancient Undead Horror

The main antagonist. An ancient undead entity that existed before the current age of Ooo, born from the mutagenic bomb that ended the old world. Wants to extinguish all life. Impossibly powerful — his mere voice can dominate minds, and his touch decays living matter. Currently imprisoned but breaking free. Speaks in a deep, calm, terrifying voice. Uses proxies and manipulation. The blight, the crown fracturing, and the Nightosphere breach are all his doing. Final boss of the campaign. Use Lich or Demilich stat block.

Lady Rainicorn

Celestial · Rainicorn & Jake's Partner

A long, rainbow-colored unicorn who speaks Korean. Jake's partner and mother of their pups. Can phase through solid matter, fly by refracting light, and change the color of anything she touches. Loyal, gentle, and brave. Serves as an aerial mount and scout. Her ability to phase through walls is invaluable in dungeon crawls.

Locations

The Land of Ooo

region

A vast post-apocalyptic fantasy continent reshaped by ancient magic and mutagenic fallout. What was once Earth is now a land of candy kingdoms, ice mountains, fire realms, and talking animals. Magic is everywhere and the rules of reality are more like suggestions. The land is dotted with dungeons, ruins from the old world, and kingdoms ruled by eccentric royalty.

Candy Kingdom (settlement)
The Tree Fort (building)
Grasslands (wilderness)
Ice Kingdom (region)
Fire Kingdom (region)
Lumpy Space (region)
The Nightosphere (region)

Marceline's Cave

building

A cozy cave home decorated with band posters, old photos, and centuries of collected mementos. Marceline's bass guitar-axe hangs on the wall. The cave has a hidden basement with relics from her past — including items from Simon Petrikov and the old world. A portal to the Nightosphere can be opened here.

The Candy Catacombs

dungeon

Ancient tunnels beneath the Candy Kingdom made of crystallized sugar and hardened caramel. Predates Princess Bubblegum's reign. Home to forgotten candy experiments, ooze creatures that feed on sugar, and the necrotic artifact causing the blight. Walls glow faintly pink. Deeper chambers are corrupted — black mold spreads across the candy surfaces.

Simon's Memory Dungeon

dungeon

A magical dungeon that exists inside the Ice King's fractured mind. Each room represents a memory from Simon Petrikov's life — his antiquarian shop, the day he found the crown, the Mushroom War, losing Betty, and his descent into madness. The rooms shift and change as Simon's psyche destabilizes. Combat encounters manifest from his fears and regrets.

The Nightosphere Gate

dungeon

A dungeon built around the portal between Ooo and the Nightosphere. Reality is unstable here — rooms rotate, gravity shifts between walls, and demonic energy warps perception. Traps are both mechanical and magical. Demons guard the gate mechanism, which can be opened or sealed depending on the heroes' choices.

The Citadel of the Lich

dungeon

The Lich's prison dimension — a vast dungeon constructed from bone, shadow, and solidified death magic. The air itself drains life force. Walls pulse with necrotic energy. Undead generals patrol the halls. The deeper you go, the more reality breaks down — time slows, colors fade, and hope literally dims. At its center, the Lich waits in a chamber of absolute darkness.

Desert of Doom

wilderness

A scorching desert on the edge of Ooo. Buried beneath the sand is a temple from the old world containing one of the Gems of Power. Sand worms, heat mirages, and ancient traps protect the temple. The gem is guarded by a construct that has been waiting for millennia.

The Dungeon Train

dungeon

An infinite magical train that travels through a pocket dimension. Each train car is a self-contained dungeon room with monsters and treasure. Monsters get progressively harder as you move toward the engine. The train never stops — you can only leave by jumping off, and the landscape outside is a void. Perfect for a combat-focused side session.

Quests

Cure the Candy Blight

High

Princess Bubblegum's people are turning feral. Investigate the source of the blight in the Candy Catacombs, find the necrotic artifact causing it, and either destroy or contain it. The artifact may be connected to something much older and darker than anyone suspects.

Save Simon Petrikov

High

The Ice King's crown is fracturing, threatening to destroy both Simon's mind and the Ice Kingdom. Enter Simon's Memory Dungeon, defeat the crown's psychic manifestation, and decide: reforge the crown (saving Simon but risking future corruption) or destroy it (freeing Simon but unleashing wild ice magic).

Seal the Nightosphere Breach

High

Something is tearing holes between Ooo and the Nightosphere. Travel to the Nightosphere Gate dungeon, fight through demonic defenders, and either seal the breach from Ooo's side or cross into the Nightosphere to fix it at the source. Marceline and Hunson Abadeer are involved — and neither is easy to work with.

Gather the Gems of Power

High

Four legendary gems are needed to defeat the Lich. One is in the Fire Kingdom (guarded by Flame Princess's trial), one drifts through Lumpy Space (LSP knows where), one is buried in the Desert of Doom (in an old-world temple), and one was hidden by Prismo himself.

Defeat the Lich

High

The ancient undead horror behind everything must be stopped. Brave the Citadel of the Lich, defeat his generals, and confront him in a multi-phase battle using the Gems of Power. The fate of all life in Ooo hangs in the balance.

Peppermint Butler's Dark Favor

Medium

Peppermint Butler offers forbidden knowledge about the Lich and the Nightosphere — but his price is a favor to be named later. Accepting his help provides crucial intel but creates a debt to a being with terrifying connections. What will he ask for when the time comes?

BMO's Lost Friend

Low

BMO asks the heroes to find their lost friend — a sentient calculator named ALLMO who disappeared into a dungeon years ago. A heartwarming side quest that leads to a small dungeon with construct enemies. ALLMO is found powered down and can be restored, giving BMO a companion and the party a quirky ally.

Ride the Dungeon Train

Low

A mysterious train appears in the Grasslands. Each car is a dungeon room with monsters and loot. How far can the heroes get before jumping off? A pure combat challenge with escalating difficulty and increasingly absurd treasure.

Encounters

Candy Zombie Outbreak

Blighted candy people shamble through the Candy Catacombs, their sugar bodies twisted by necrotic energy. They moan in garbled candy-speak and explode into sticky goo when destroyed. A larger candy abomination leads the horde — a fusion of multiple candy people into one oozing mass.

Zombie
Ghoul
Ooze, Ochre Jelly

Corrupted Grasslands

The blight has spread to the Grasslands, turning vegetation hostile. Grass Ogres lumber through fields of razor-sharp blighted grass, while a massive Shambling Mound of corrupted plant matter blocks the path. The land itself fights back.

Ogre
Shambling Mound
Troll

Ice Kingdom Gauntlet

The fractured crown has driven ice creatures into a frenzy. Remorhaz tunnel through the frozen ground while ice-touched wraiths howl through blizzard winds. The heroes must fight their way to the Ice King's castle through a frozen battlefield.

Remorhaz
Wraith
Banshee

The Crown's Psychic Manifestation

Inside Simon's mind, the Ice Crown manifests as a towering spectral entity — a Mind Flayer-like horror made of frozen memories and madness. It tries to dominate the heroes and trap them in Simon's worst memories. Defeating it weakens the crown enough to make a choice about its fate.

Mind Flayer
Ghost
Banshee

Nightosphere Portal Breach

Demons pour through a rip between dimensions. Fiends of increasing power emerge while the portal grows. The heroes must fight off waves while Marceline works to stabilize the breach. If the portal isn't contained, a pit fiend steps through for a climactic showdown.

Vampire Spawn
Wraith
Rakshasa

Hunson Abadeer's Court

In the Nightosphere, Hunson Abadeer demands the heroes prove their worth before he'll cooperate. His "test" is survival against his personal guard — fiends in business suits wielding soul-draining weapons. Hunson watches from his executive chair, eating souls from a candy dish.

Death Knight
Vampire Spawn
Wraith

Fire Kingdom Trial

Flame Princess agrees to give the heroes her Gem of Power — if they can survive the Fire Kingdom's trial chamber. A gauntlet of fire-themed hazards and elemental guardians in an arena of flowing lava. The Treant here is petrified wood brought to burning life.

Treant
Chimera
Hydra

The Lich's Generals

Deep in the Citadel, the Lich's two most powerful servants bar the way: a Death Knight who was once a hero of old Ooo, and a Mummy Lord who served the Lich before the Mushroom War. They fight in tandem in a chamber of bone pillars.

Death Knight
Mummy Lord

The Lich — Final Battle

The Lich manifests in his full terrible glory. Phase 1: a spellcasting horror that dominates minds and decays flesh with a word. Phase 2: he absorbs necrotic energy from the citadel and becomes a hulking undead titan. Phase 3: the heroes must use the Gems of Power to seal him while he desperately tries to complete his escape. The dungeon collapses around them.

Lich
Demilich

Dungeon Train Car: The Mimic Carriage

A train car that looks like an ordinary passenger carriage — but every piece of furniture is a Mimic. The seats bite, the luggage rack grabs, and the chandelier drops. A fun, chaotic fight in a confined space.

Mimic

Dungeon Train Car: The Beholder's Parlor

A luxurious parlor car with velvet curtains and crystal chandeliers. At the far end, a Beholder floats behind a card table, playing solitaire. It challenges the heroes to a "game" — combat with escalating eye ray attacks between rounds of twisted trivia.

Beholder

Factions

The Candy Kingdom

Lawful Good

A prosperous kingdom of sentient candy people ruled by Princess Bubblegum. Has the most advanced science and magic in Ooo. The Banana Guards serve as a well-meaning but incompetent militia. Currently under threat from the blight. Allies to the heroes from the start.

The Ice Kingdom

Chaotic Neutral

A frozen domain ruled by the Ice King and his penguin subjects. Not truly hostile — the Ice King is more pathetic than evil. The kingdom's power comes from the Ice Crown, which is now fracturing. Ice creatures become increasingly dangerous as the crown destabilizes.

The Nightosphere

Lawful Evil

The demonic underworld ruled by Hunson Abadeer. Home to soul-devouring fiends who operate with a strange corporate hierarchy. Currently in chaos as the barrier between dimensions weakens. Hunson maintains power through the Nightosphere Amulet but is losing control of his domain.

The Fire Kingdom

Neutral

A volcanic underground realm of fire elementals. Recently reformed under Flame Princess's just rule after she overthrew her tyrannical father. Distrusts outsiders but respects strength and honesty. Guards a Gem of Power in the royal vault.

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