This is The Hurricane Kids, though you're only seeing one of the kids here with his new caveman supporting cast member. And we also see some weirdly drawn giant bats -- giant bats being surprisingly rare in early comics (though ordinary bats, not so much).
This is also a good depiction of what the "underworld" would look like in a Hideouts & Hoodlums world -- like it was part of a natural cave system. They got lost -- guess no one was mapping!
Partially flooding hideouts make for an added level of challenge in them.
1,000' tall waterfalls look dangerous and should be dangerous, despite the cliche of heroes always surviving them. The first time I talked about waterfalls, I suggested a save vs. science at +1 for half damage -- but that would still be 50d6 damage. We need something even safer, like save for no damage, and 1 point per 10' if you fail the save (so, 100 points of damage, almost surely automatic unconsciousness).
Should there be a chance of dropping items while climbing? It particularly makes sense if you're trying to hold something in your hands while climbing.
A rare sighting of a cave bear in comics.
How much falling damage gets added to the big rock? I would not add more than 1d6 for that. If you allowed full falling damage to be added, Heroes would be chomping at the bit to fly over every combat (the fallacy of the lethal falling coin long ago infected a D&D campaign I played in).
Here we see cavemen encountered in groups as large as nine.
A rare adventure in the North Sea, this begins a new serial.
I had to look up what the elevation record was by 1940 and these planes are nowhere near it; a record of 56,000' was set in 1939.
Here we see two old aviator stunts, Power Dive and Hide in Clouds. When I get to the Advanced Hideouts & Hoodlums Heroes Handbook, I'll include many more examples of specific stunts Heroes can try.
This is Penguin Pete and His Pal Pudgie, and this is an unusual wrinkle on the "help, I'm sick" ruse for getting out of jail.
(Scans courtesy of Digital Comic Museum.)
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