Thick Thews, Brutish Brows & Heaving Bosoms (Rook)
OD&D adventure for PCs of levels 4th & 5th
This one bills itself as a Frank Frazetta inspired caveman lair...which it is. But at 12 encounter areas (Dyson Logos map) it's still in the solid range of an "adventure site."
This one has decent ideas, but it's not as tightly themed as it could be...despite the size, it really is just a "lair:" almost everything encountered is going to be a "cave person" (caveman or cavewoman). There are multiple interesting ideas stashed here, all of which can be seen as "Frazetta" (read "pulp paperback") inspired, but they don't quite go together. We have (for example) the three eyed demon deity with its mutant tyranasaurus avatar AND the black pudding, river god that are both getting sacrifices (not to mention the green aura'd cave painting guy with the green slime behind it and the ancestor wizard/preserved skeleton hanging from the ceiling). I feel like...PICK ONE, dude, and build your scenario around THAT.
But, then, if you do that all you're left with is a caveman lair. Which is too small. See the problem?
So instead, you have disjointed stuff going on. The chaotic shaman who's turning the tribe. You have some cavewomen who are plotting to leave (??) while others ar gleefully taking part in sacrificing and tormenting sacrificial victims. You have these primitive-type beings that can only hoot and howl and raid the homo sapient villages for "buxom" sacrifices, but then you have others that can speak broken common and who keep a stash of thousands of gold pieces on hand to "trade with outsiders." These are all great ideas, but there are (for my taste) TOO MANY. You don't throw every pulpy idea in the book into the thing. I mean, you CAN, but this can prove jarring to players in play...like defeating a hydra, opening a door and finding a mind flayer. Yeah, both monsters are in the same level range, both are weird and hostile, but do they really go together?
Are we negotiating and faction-building with primitives OR are we stamping out demon worshippers while avoiding godlike retribution OR are we rescuing buxoms from deluded primitive worshipping a giant slime pool? You see what I mean? Or not? Maybe you're just like, hey, it's all fun. Okay. Kick-in-the-door D&D is a thing and some players don't overthink it. For me, I see some things that could be tightened to make this a real wowser.
2HD cavemen (and 1HD cavewomen) aren't too tough for PCs of this level but there are a LOT of them, which makes the challenge about right. I have no problem with the encounters except the zombie head which while (again) a neat idea is problematic in a number of ways...if you think about it (some people won't). Like, why is it attacking as a 2 HD creature? How can it actually move (albeit with a MV of 0.5) AND still attack? Do all zombie pieces have individual animating force in their various limbs or is this guy just special? And who/how was it created? Is this a creation of Ooooogun the witch-doctor (whose spells, HD and hit points aren't listed)?
There's a few things left out here. Blank spaces that appear to need to be filled in by the DM (these should be filled in by the adventure writer). Info on the witch-doctor and the chief's younger brother. Stats for the tyrannosaur (not a monster in OD&D...and where is it sleeping?). Ditto the giant snake.
There is too much treasure, even assuming a party of eight PCs (OD&D adventures tend to run easy with a higher number of players)....if you're only running with 4 or 5 it'll be even more. Most of the treasure items are "big ticket" items (gems and jewelry instead of coins and goods), and none of it is particularly difficult to discover or retrieve. You've close to 70K in treasure for something that should probably be under 40K. Very few magic items, though the chief has a +1 sword and +1 shield that are sufficiently famous as to have names and are identifiable by a sage (??)...no explanation given, and a little odd considering the primitive nature of the "tribe."
This one gets ** because it's incomplete and requires work on the part of the DM before it's fit to run. But it's a HIGH two stars, and it while just filling in blanks and providing stats for the various monsters would get it an extra star, tightening the theme could boost it into the 4* range...possibly higher. There's a lot of good "Frazetta fantasy" in this one, and while caveman tribes don't fit into every campaign, this one's the best and most well done that I remember seeing.
Also: check out Jean Auel's Clan of the Cave Bear sometime.
; )