Time to wrap up the Golden Age, and we are…
On The Trail Of A Poisoner
Type: Unique
Key Appearance: Company Town #183, June 1953
Traits:
- The City At Night d10
- Secrets and Lies d10
- Violence and Misery d8
Green Zone
Minor Twists
- A False Lead: Someone was sure they saw a man slip into that alley. Roll the environment dice and Hinder an investigator with the Mid die.
- Flip An Asset: Someone who helped the poisoner might be convinced to change sides. Create the following challenge: Get Them On Your Side
If the challenge is resolved, create a +2 “Allied Action” bonus that can be used in the next scene.
Major Twist
- Scuffle In the Streets: A group of would-be muggers try to get the drop on you. They don’t last long, but they get some hits in. Roll the environment dice and Attack all investigators with the Mid die.
YELLOW
Minor Twists
- Too Late: The poisoner is taking out loose ends, and you’re too late to save them. It’s a grisly sight. Roll the environment dice and Attack an investigator with the Max die, dealing psychic damage.
- Not Too Late: The poisoner is taking out loose ends, but you’re just in time. Create the following challenge: Save The Poisoning Victim
If the scene tracker advances to the next zone before the challenge is resolved, the victim dies. If the challenge is resolved, create a a +2 “Antidote” bonus that can be used in the next scene.
Major Twist
- Pursuing Detective: The cops have figured out what’s up, but they’re on the wrong trail – yours! Create a d8 “Dogged Detective” lieutenant. He immediately rolls his status die and Hinders one investigator with the result.
RED
Minor Twists
- Poison Trap: A gas trap goes off, fouling up the clues and the investigators! Roll the environment dice and Attack one target with the Max die; Hinder all targets in the same zone with the Mid zone.
- Back Off, Or Else: Digging into the poisonings is drawing all the wrong sorts of attention, and they don’t care if the poisoner is caught or goes free as long as everyone stops making a mess. Create a d10 “Massive Bruiser” lieutenant.
Major Twist
- Mass Poisoning: The poisoner commits a desperate act of mass poisoning to buy time to escape. Trigger any combination of “Too Late” and “Not Too Late” a total of (H) times. Each hero may only be targeted once by “Too Late”.
By the early 1950s, there were very few superhero comics left at Venture Comics, and most of those were blending themselves with other genres in order to stay popular. Company Town was at the forefront of this shift, blending a growing tendency to draw on noir detective tropes and storylines as the Revenant and a few minor leftover characters struggled against the dominance of Mr. Ferris and his iron-fisted rule.
Company Town #183 was a typical example of the storylines of the title’s last few years, blending mystery action with pulpy superhuman capabilities. The story opened with the mysterious death of a Ferristown reporter, Davis Jamieson in his office. Jamieson had been invented for this issue, but was retroactively revealed to be one of the many sources the Revenant used in his ongoing war against the criminal elements of Ferristown, and the Revenant immediately suspected the involvement of the Company. The police were inclined to view the death as a simple heart attack, but the Revenant knew that the reporter had been working on a big case, investigating corruption, racketeering, and smuggling taking place using the local Grevenworks automobile factory. He investigated the reporter’s home, and discovered that Jamieson had a bottle of brandy that had been laced with a unique poison, one that would leave no trace in the victim’s system aside from a suspicious heart attack.
What followed was a brutal cat and mouse trail as the Revenant and his allies tracked down the poisoner, using the ingredients used to concoct this impossible poison as their lead. As they did so, however, their target was also hard at work taking out anyone with information about the factory and its corruption. Workers who had seen mysterious things, criminals who had taken part in the smuggling, and officials who had accepted anonymous bribes were all targets, and the Revenant raced through town to identify the next victims and save them. Some of them he was able to reach just in time; others were already dead when he arrived, poisoned through air vents, darts, and drinks. Each poison was different, created using new formulas and deployment methods, but every one led to a signature heart attack.
Despite the poisoner’s best efforts, the Revenant was able to determine who was gathering the ingredients – the secretary to Thomas Manford, one of the night shift foremen at the factory. Racing against time, the Revenant saved the secretary from being Manford’s next victim, and learned from her that Manford was actually a brilliant chemist whose inventions had gone unnoticed by his peers, forcing him to take a factory job to make ends meet. Filled with bitterness at the world, Manford became determined to take Grevenworks down, and to make the living that he felt that he was owed.
With his chemical genius, Manford had begun faking damage to factory goods, inflicting seeming structural damage that could be easily wiped away with the right solvent. Using a few of his workers as accomplices, he had been hiring cheap workers as scapegoats, blaming them for his floor’s above-average damage levels, and then selling the pieces on the black market. Grevenworks was being hit coming and going, with their costs rising rapidly and their sales dropping as the market was flooded with equally-effective but much less expensive goods, and Manford was making the cash he needed to retire to France.
Of course, the scheme couldn’t last. The one hole in the plan was that all of the workers had to run through Manford’s section, and when Jamieson began sniffing around to find the source of the black market goods and the reason for the rapidly-dropping share price of Grevenworks, Manford realized that there were loose ends everywhere connecting him back to the scheme. Jamieson had suspected that the plot was one of Ferris’s attempts to snuff out a competitor; because of that, he hadn’t realized that Manford was his target, and had allowed the poisoner into his home for an interview. But Manford knew that what Jamieson could uncover, others could as well. He’d started covering his tracks, but he was too late.
The Revenant confronted Manford in his office, laying out the plot and demanding that the criminal turn himself in. Instead, Manford pricked the Revenant with a poisoned pin, then dragged his corpse to the rooftop with the goal of framing him as the killer. The Revenant revived, of course, standing from behind Manford and hissing his name, and the terrified criminal leaped from the roof to his death. It was a grim conclusion to a grim story – perfectly in theme for the Revenant’s final outings, but also a key part of the reason that he wasn’t retooled following the implementation of the Comics Code.
Behind The Scenes:
I wanted to slip something challenging into the mix for the Golden Age, and this seemed like the right time for it; not a lot of things with long-term effect were happening in the early 50s. Instead, we get an investigation playing out as an action scene.
There are a lot of different ways to handle investigations in Sentinel Comics, none of them particularly canonical. This felt like a good chance to try something very different.
It’s also a bit longer than usual! Because of the layout issues, I need to have an extra page at the end of each age. In the past, I used a dangling lieutenant to solve that layout problem, but I don’t have anything like that for environments, so the last environment of each age needs to have a two-page writeup. Gave us some time to delve into the Mysterious Manford, who is not ever going to appear again.