Showing posts with label travel. Show all posts
Showing posts with label travel. Show all posts

Monday, January 18, 2021

Detective Comics #37 - pt. 2

*sigh* "Spy" used to be so good when it was Jerry Siegel and Joe Shuster working on it. Ever since Maurice Kashuba started drawing it it's been so boring, I wonder if Siegel's name is only contractually on it and he's not actually writing it anymore.  

The plot here is that a bomb blows up a "conference of government officials," with no specifics as to the nature of the conference or the level of the officials present. Forensic evidence points to a suspect, which our hero Bart Regan collects from the scene, which seems odd because you would think a forensic specialist instead of a spy would be collecting evidence. 

An assassin tries to shoot Bart in the back, but facing doesn't matter in Hideouts & Hoodlums; if you win the initiative roll, you can turn around and deck someone behind you, just like Bart does. 

Undercover, Bart tries to join Ligoni's mob, what we would call a terrorist organization today. Ligoni is a skilled knife thrower and tests his new recruits by throwing knives at them until they flinch. Bart stands still for 16 knives before Ligoni gives up. I would use two mechanics for this: one is rolling to attack Bart with each throw. Since he's trying to miss, a successful "hit" becomes a miss. The other is requiring a save vs. plot from Bart to see if he flinches. If I was really mean, I'd make him make 16 different saves, but the odds would really be against him then. I would have him roll once and, if he missed, the number he rolled is the number of knives he can withstand without flinching. Then, to be fair, I would roll randomly (on a 20-sided die) to see how many knives Ligoni throws.

During the initiation, a mobster walks in who knows Bart and recognizes him immediately. Bart was "disguised" only with a change of clothes to look like a criminal, which is not enough to warrant a mobster having to make a saving throw to see through it.

Whimsically, the newspaper headline saying the bombers were captured is from The Daily Star, the newspaper Superman then worked for. This could be seen as the first cross-title continuity between Action Comics and Detective Comics.

In Cosmo, the Phantom of Disguise, Cosmo's friend is a ship captain tasked with delivering unspecified "chemicals" to England. I immediately thought this was suspicious and did some digging and saw that we did send chemicals to England -- illegal mustard gas -- in 1943. We never do learn if it's that type of chemical being delivered.

It normally took a steamship 15 days to reach England from New York then, but the captain seems to suggest it will take 1 whole month with the circuitous route they planned around the "war-infested areas," which actually does sound like quite a reasonable precaution.

Cosmo, in disguise, hears talk of mutiny on board the ship (after a skill check for listening?). In a clever bit, Cosmo pretends to shoot the captain with a blank cartridge, then dumps a dummy overboard, so the mutineers will trust him and the captain can still move about the ship. Less clear is how Cosmo further distracts the mutineers with an explosion timed to when he drops the dummy in the water. Are the explosives inside the dummy? And if so, wouldn't dumping them in the ocean stop them from detonating? The story should have ended with the captain rallying the loyal crew for a big fight, but the story is running out of pages, so the mutineers all flee to the life boats, but Cosmo punches out the ringleaders before they can board the boats (why the ring leaders wait so long, until all the other mutineers are at sea, before leaving the ship is not clear).

The Crimson Avenger returns! A rich man's daughter has been kidnapped, so the Crimson Avenger goes to work -- as reporter, Lee Travis. He apparently finds no useful clues, so he comes back that night as the Crimson Avenger and, at gunpoint, forces the dad to tell him where the drop point for the ransom money is. His only plan now is to follow the kidnappers' car from the drop point (are police not doing the same?). 

The twist is that the kidnappers' hideout is a mansion in the suburbs. The Avenger even gives us the address for the mansion, 704 West Highway, "Scarchester." That sounds like Dorchester, Massachusetts to me. When he gets there, though, all the Avenger does is point a gun at the five kidnappers and wait for the police to arrive. Boring, and the art is terrible. What a bad comeback!



Monday, January 11, 2021

Miracle Comics #2 - pt. 2

Welcome back! We're not quite done with Sky Wizard yet, and neither is Hawk Armand and his pals Vera and Butch. In fact, Hawk now has the upper hand and is taking his prisoners to his boss' secret kingdom in the Himalayas. Is it Black Bolt of the Inhumans? Oops, too soon for that!

Hawk may be smart, but he doesn't get the difference between a map and a globe. On a flat map, it appears the fastest way to get to Tibet from Guatemala is east, but it's actually north!  It's 9,460 miles to the Arctic Circle and back to get to Tibet. Since we know from yesterday's pages that the villains were able to catch up to the sky island in a plane that could go 300 MPH, we know sky island moves slower than that. That means it will take 37 days to reach Tibet. No wonder Sky Wizard had so much time to get free!

Let's also take a moment to talk about Kee-Shan. Keeshan would become a name used by blacks (sparingly) by the 1980s, but would be meaningless in 1940. Unless it is a phonetic spelling? It 

matches no Arabic names I can find...


I don't know about famous, but Secret Agent K-7 really was a radio character with 15-minute weekly episodes in 1939. 

Secret explosives are a common MacGuffin in spy stories. It's not clear here if the thermite bomb explodes silently or drops silently. Either way, it would be a trophy weapon to mid- and high-level Heroes (and probably best kept out of the hands of low-level ones!).


Sometimes it's the simple things that jump at me while reading these old pages, like the clever idea of having a machine gunner hiding in the back of an old cart under a pile of wood. Saving that idea for a future scenario...


I'm only including this page because I am so baffled by what is going on in the top tier. It appears that K-7 has shot the machine gunner and the driver surrenders to him as he drives past...but in the next panel he's saying "Good girl" to Yvonne because she...got the driver? So, did they jump out between panels and attack the driver? Was Yvonne shooting too, but we just never saw her do it? Did she take the wheel and run the driver over?  What do you think happened?

Hircon is clearly meant to be a Rasputin-like character. I could call this mobstertype a hypnotist, mentalist, or even a rasputin (following my examples of fu manchus, genghis khans, and napoleons). Hircon is not a real name and suggests no nationality/ethnicity.  

Ironically, petrosene is more of a real life name, even though it is used as a fictional chemical compound here. Fulmites are not a real thing either, though nitro is obviously nitroglycerin.

Would he really kill his best friend? The theory is never tested in this issue, and Charlotta could be wrong about how hypnotism works. In-game, I would say that a magically charmed fighter could be tricked into killing his best friend, and any other class might if they fail a save vs. spells. I don't think normal hypnosis should allow this, though. 




There are a lot of ways for Heroes to foil being locked in a room -- shoot the lock, bash the door in, pull it off its hinges (if you've a superhero in the party), cast a Knock spell...heck, this door even has a glass window in it, so you can just break it, reach around, and turn the doorknob from the other side. Normally, the reason why you would do this to your players is so your bad guy(s) can get a head start on running away, but our charmed doctor squanders his lead by searching for a bomb.

Here's something I don't think we've ever seen before -- un-hypnotizing someone. I guess it makes sense that one would use the same skill to unhypnotize as hypnotize. 



We're halfway through the issue now and we're just going to peek in on Dash Dixon again before heading out for the day. Yes, Dash is still dressed like a bellhop with his tighty-whiteys on over his uniform (at least you can't see his undies clearly on this page). The only cool thing here is the villain, The Eyes, a blind spy who has two light-up glass eyes (not that it makes much sense that they light up, but it becomes a semi-cool visual on the next page (and maybe I'll show you next time!)

(Scans courtesy of Digital Comic Museum.)



 


Friday, May 1, 2020

Mystery Men Comics #8 - pt. 1

After a long spell we check in Fox Comics again and the first feature here is Blue Beetle.

Blue Beetle does what most of my players have always done, try to get to the location before the bad guys. But here the location works against him; with the wide open spaces, the mobsters are too far apart and the second one has an easy free shot at range.

Now, one bullet shouldn't be enough to stop BB; it usually isn't in comics. I have been wondering recently, though, if bullets should do exploding damage to account for instances like this...but on the other hand, firearms are already really deadly in Hideouts & Hoodlums and I hesitate to make them more so.
BB has a temporary Supporting Cast Member in this story; you won't see anymore of Tom.

BB has to take off his heavy mail costume; for the first time a comic book acknowledges that encumbrance can hamper skill checks.

BB must be using a power to keep up with a motorboat, that has a head start, while swimming. I hesitate to create a new swimming-related power, though, when activating Race the Train would accomplish this same thing.
It seems to me that the first mob to use an autogyro to escape from robberies is really smart, but after that people would always be on the lookout for it. The real mistake of this mob is to stay in the air so long that a plane that hadn't even taken off yet when they left the warehouse has time to catch them.
So, in addition to the autogyro, these bank robbers can afford three fighter planes. This reminds me of a lot of Silver Age stories where the super-gizmos the supervillains employ must have been so expensive that there's no way they'll come out ahead from robbing a bank. But that's not comic book logic for you!

It looks like Wing performs two Immelmann turns to get the height advantage on his pursuers, giving him a +1 bonus to hit after performing an expert skill check. As difficult as this seems to be for just a +1, it's more likely that aviators should be able to perform stunts as a free action before attacking.

Catching fire needs to be a common complication for dogfighting.
Panels 3-5 are what a fighting withdrawal looks like after a gunner fails his morale check aboard a plane.

There is currently no game mechanic for whether chutes open.
The atmosphere grows thinner, intensifying the sun's rays and causing terrific heat? Sounds like Dick Briefer predicted the ozone layer depletion! This is Rex Dexter of Mars!

What on Earth was it that exploded that took out two skyscrapers?
Ooo, I'm statting these monsters! Sadly, there is no name for these monsters given other than "new horror." The Tauromen that Reyni is referring to are actually human-like aliens controlling the new horrors, but Tauromen is a pretty cool name and I might keep it for these things instead.

They're pretty big floating heads with three long tentacles and Dumbo-like ears. Are they flapping their ears to fly, or levitating? It's not clear what those dots on the end of their tentacles are for, but I'm going to guess they are little mouths for sucking blood. And those big tusks in their mouths mean fierce bite damage. Let's assign them...6 Hit Dice? Blood drain for 1-8 damage per tentacle? Bites for 2-12? Given their scaly hides, I think we can give them an AC of at least 6, maybe 5 because they can use their tentacles as shields too.
Reyni is one great contact; not only does he hand out plot hooks, but he hands out space charts for how to get there, trophy weapons, and paints your ship!

There is no indication of how fast "zooming" is, but unless this trip takes years, "zooming" must involve folding space, warping space, accessing hyperspace, or creating a stargate.
Despite being called living chains, I'm real hesitant to stat them as mobsters; more likely, this is some technological trap, where the chains ensnare as if alive (attacking as a high HD mobster?). They might even be linked to some kind of computer intelligence that can sense enemies.

(Scans courtesy of Comic Book Plus.)

Monday, April 20, 2020

Amazing Man Comics #10 - pt. 3

Iron Skull is back and so is Igor Raston (I don't recall him, but we're supposed to believe this is a grudge match between the two).

The fisticuff is fairly pedestrian, but I wanted to share this page to point out that it's not too late after a fight starts to have traps in the area activated. Indeed, traps going off can liven up a fight!

It's hard to say how much that platform weighs or how fast it's moving, but a good rule of thumb might be 1 die of damage for 180 lbs, +1 die each time that weight is doubled.
We've seen the annod-comptod machine before (I even statted it for H&H already). It normally allows anyone to use the Wreck at Range power freely, but here is an unusual use of wrecking, simply short-circuiting electronics.

Here we also get another trap, a simple one with a tripwire and four spear-holes, with the only unusual wrinkle here being that the four spears are somehow all aimed at the same spot.

It's possible that I.S. is using a defensive buffing power to protect himself from the spears, but it's also possible that they "missed," or he made his saves vs. missiles, and them crashing against his skull is merely flavor text.



Your powers of deduction are amazing, Iron Skull!

Here we see wrecking things being used more traditionally, but I point this out because I.S. is concerned enough about melee vs. what looks like five unarmed hoodlums that he takes that drastic an action. Or perhaps he really doesn't want Igor to get away. Shut up, Rensen, I've got to go catch up with Igor!
Iron Skull has to make a conditional threat in that last panel because of the save vs. plot he needs to roll before he can punch a lady.
We're going to all assume I.S. won and jump into the next story, featuring Minimidget (and Ritty, who has the same power but no billing). Ignoring their shrunken state, this is some of the best science I've read in a comic book in awhile. If they were in a rocket going 400 MPH and were thrown to the floor of the ship, I would expect them to take at least 1-4 points of damage and could conceivably be knocked unconscious.
It would take the rocket about 10 hours to get to Africa. I bet they're really hungry for lunch!

Does it make sense for the rocket to go slower? Actually, I think that's pretty good science too. If the rocket had leveled off and all its inertia was horizontal, then when it loses that inertia it will fall into gravity. Gravity wouldn't pull it any faster than 120 MPH (terminal velocity). That all gets scrapped if there was any downward momentum, which would have added to that speed.


I'm going to spare you this part where the superstitious natives see two tiny people and immediately assume they are gods. A LOT of these comic books make the racist assumption that blacks would worship anything they couldn't understand.

No culture ever had a god named Ramu, though there is a river in Papua New Guinea with that name.
Jumping into Chuck Hardy's adventure, we see how a flood can turn any environment into a nautical adventure. I'm not a big fan of this feature, but I definitely want to use natives riding huge turtles someday.
Lots of comic book Heroes have their own Supporting Cast, but you rarely see them fail their loyalty checks. You see that with the princess right here, which is nice.

(Scans courtesy of Digital Comic Museum.) 

Saturday, January 11, 2020

Whiz Comics #2(b) - pt. 1

Back in 2009 I last wrote about Captain Marvel's second adventure on my oldest blog.You can read it here, here, and here.

Back so soon? Now let's talk about that story in terms of playing it out using Hideouts & Hoodlums.

Rushing into combat with Sivana's army, Captain Marvel is buffed by Imperviousness, if not Invulnerability, to be safe from heavy ordinance. He then is able to pick up tanks over his head because he is buffed by a level 4 Raise power. The tanks weigh too much for the Extend Missile Range powers, so that doesn't explain how CM is throwing tanks at each other. Instead, I would say he is using the Wreck at Range power for this. All he really needs the Raise power for is tipping them over, which really is just as effective at taking them out of the fight.

Taking out the tanks forces a morale save from the army. I would not normally roll once for the entire army, nor roll for each soldier, but maybe roll for each sub-commander on the field, and have him pull back his men if he fails.

It's always a conceit of the Captain Marvel stories that CM can't sneak around, but as Billy Batson he can. It certainly has nothing to do with bright colors, since they largely wear the same colors, but with size. I have long been tempted to make half-pints a race option because it seems like it should have its own special abilities, like a bonus for stealth.

CM later chases after an airplane and jumps up to catch it, but it's impossible to say from those panels how fast the plane is taxiing and how high it gets before he jumps, so it's possible he's not using buffing powers at all in those panels. If he is, then Race the Train and Leap I would be sufficient.

CM is rendered unconscious by a gas trap. Given how difficult it is to render CM unconscious, this must be super-potent gas, probably with a big penalty to the saving throw vs. poison.

There must be something special about the chains that Sivana thinks they will hold CM for five whole minutes, given what he knows CM can do. Maybe they get wrecked as if the generator category. Had he stayed there longer, it's possible the explosion would have killed him, but it was probably an explosion with highly variable damage, like 1-100 points, since Sivana survives it.

Golden Arrow's second adventure ever starts more low-key, with him shooting and killing a gila monster with an arrow. It's just an ordinary-sized gila monster, something I wouldn't normally grant a full hit point, but it's apparently venomous enough that it's bite can cause humans damage (1-4 points?).

A rancher hires GA to help find his missing cattle. Interestingly, it's the rancher who does most of the tracking on the journey, demonstrating how important it is to keep a supporting cast member with you in order to give you a second skill check.

When a sniper tries to kill GA, GA shoots an arrow into the man's rifle barrel, "wrecking it." Now, if GA was a superhero, this would merely be an instance of the Wreck at Range power, but I have not seen enough evidence yet that GA should be of the superhero class. If the rifle wasn't wrecked, this would be a simple disarming attack, which you may recall is easier than normal to do against firearm-wielders in H&H. The damage to the rifle could be flavor text if the "wrecking" isn't serious and the rifle is still usable. We never find out because the sniper/assassin misses his morale save and flees on the next turn.

Soon, GA is roped by a lasso and dragged from horseback, but he starts up a contest of Strength and pulls the horseman from his saddle. This is one of those situations I've talked about before that my own H&H rules don't cover, where you have to bring in ability score checks and opposed rolls.

GA summons his horse, White Wind, by calling it to. The cowboy class, if it's going to come into 2nd edition ever, needs to have special skills still that other classes don't have, like Summon Mount.

GA's bow skills prove difficult to explain by the rules again when he shoots an arrow hard enough to break the wooden bar across a pair of doors. At this point, I think I have enough evidence that GA is of the superhero class, just like the earlier archer hero, Arrow. That makes it much easier to explain how he wrecked the bar with the Wreck at Range power.

Moving on to Scoop Smith... the reporter is sent on a mission to look for a missing person in Antarctica. It's amazing that, in 1940, newspapers had bottomless resources to fund months' long expeditions for wild goose chases after stories. They have a freighter, a "snowboat" (it looks like a truck), and a biplane. It seems like it's going to be a realistic story -- until the Antarctic is shown to have natives. And polar bears. Oops! The writer seems to have the South Pole confused with the North Pole! Among the natives are pseudo-giants -- people who the narrator calls giants, but don't really look that much bigger than ordinary people. The natives are supposed to be primitive, but they have elaborate ice palaces. Somehow the palaces are heated so people can wear normal clothes inside, which makes no sense at all.

The Antarctic has some realistic hazards, at least -- mile-deep chasms and snowstorms seem possible. We never see much of either, but I'm guessing they involve falling damage and cold damage respectively.

That natives' deathtrap is a giant block of ice held between the walls by two icy struts, one of which is slowly melted by a lit torch.The weight of the ice would probably make it do a lot of damage, but it would only render the victims unconscious if they were not trapped underneath it (what makes it a deathtrap instead of just a trap).

Scoop is in no hurry for deadlines; after spending months getting to the Antarctic, he spends a whole month just hanging out with the missing man and the natives before heading back home to report his story.

(Captain Marvel story read from Shazam Archives vol. 1, the rest read at readcomiconline.to)

 






Thursday, September 12, 2019

Keen Detective Funnies #18 - pt. 1

Ah, Masked Marvel, such an odd duck. This post might be more therapy rant than useful game content...

This installment starts with the beginning of what should be an epic quest to discover the lost city of gold. While everyone on Earth knows that El Dorado is the name for the mythical lost city of gold, this story insists on calling it Ora. I did a quick Internet search to see if there was any precedent for calling it Ora, but all my search results were for the upcoming movie Dora and the Lost City of Gold. Coincidence...?
Naturally, any human beings living along the Amazon River will be wild savages? What is your doctorate in, Lincoln, racism?

The trope of a highly civilized forgotten race is as old as pulp fiction. It's also a trifle racist.

Bear in mind, this is a Masked Marvel story.
I was expecting the Internet to be able to tell me what was 10 days upriver on the Amazon, but travel by water isn't so (ahem) cut and dried as that. Let's assume you made very good time over those 10 days and made it as far as the Colombian border. That would put you at or near the town of Leticia. I haven't found much information on Leticia in 1940, but I'm pretty sure it wasn't full of wild savages.
In fact, I found this video as the only evidence of what daily life looked like along the Amazon in the 1940s. Some workers did go around in nothing but shorts, but it is extremely unlikely that you would find a chieftain in a loincloth at this time.

Now, this is after the rubber boom, when native workers were first exploited and civilization was first brought to this region as resources were funneled away from them. Before 1920, yes, it might have been more likely to find natives in loincloths back then.

Remember how this was as Masked Marvel story?







Oh come on! The "natives can be bribed with booze" trope? I'm not putting that in my description of the mobstertype. I will have a note about sometimes using poisoned weapons, though.

Oh yeah -- the Masked Marvel! This is nine pages into the story and MM hasn't even got there yet. So here he is, speeding recklessly to make up for lost time. You'd think this was a timed tournament round by how quickly he's trying to get to the scenario.














At last, the City of Gold! Time for a climactic fight to the finish between the Masked Marvel and the diabolical -

Oh what the heck!? He snipered the villain from a distance? Who is the hero in this piece again? I'm betting it's the natives who were smart enough to leave the old abandoned city alone.
Okay, phew...got that out of my system. We've just enough space left to look at this month's Spark O'Leary, Radio Newshawk feature. Now, this scenario intrigues me, not so much for the spy tapping code over the radio, but the angle of it possibly being a traitor in Spark's supporting cast! This is a good story to throw at players who have amassed large supporting casts in long-term Hideouts & Hoodlums campaigns. Look at that -- brought it back to gaming right at the end!


"Of course I can!"

"Then why haven't you already done it?"

"I was waiting for a player-character to tell me to do it!"

It's a truism that's difficult to avoid...you want your game to be realistic, but you also want your players' characters to be the heroes and the planners, forcing non-Heroes to stand around and wait to be told what to do all too often. The reverse problem is when your Editor-controlled non-Heroes are too proactive and the players feel they have to go along with something the Editor is "telling" them to do. 

(Scans courtesy of Comic Book Plus.)

Sunday, September 1, 2019

Speed Comics #6 - pt. 1

We're back to Brookwood, predecessor of Harvey Comics, and home to Shock Gibson. Shock is, despite being human and having electrical-based powers, very Superman-like. This is great for Hideouts & Hoodlums, because these superheroes are all using the same powers and that makes them easy to catalog.

Here's Shock using the 1st-level power Feather Landing.
And here Shock is using the power Raise Elephant. Since he's not using the truck as a weapon, that is just flavor text assigned to the Raise Elephant power.

Shock would already be a 4th-level superhero at this point, but he still doesn't have enough of a reputation that ambulance drivers recognize him on sight.
Although he's outrunning a motorcycle and a truck, the power in use here is Race the Train.
There are Hold powers, like Hold Plane, that Shock could be using here against the truck, but since he doesn't seem likely concerned about whether the truck is damaged, it's more likely he is simply trying to wreck it.

It's also conceivable that little enough time has passed that the duration is still ongoing for his earlier application of Raise Elephant.
I love how Shock is interrogating the mobsters through the truck while he's holding it up.

Shock's forcefield is likely the power Imperviousness.
Unconcerned that the mobsters on the radio were listening in earlier, knew Shock had the truck, and were attempting to lure him off-track -- Shock just drives off to Kentucky because he was told to.  This is why it's a great idea for Editors to be flexible with their plans. If you weren't expecting them to go to Kentucky and your players go anyway, then it's time to relocate the adventure to Kentucky.

New York to Kentucky, incidentally, is about an 11-hour drive. I wonder if Shock drove straight through or stopped overnight. There's no indication in the story either way.
I love the idea of hiding hideouts in famous, real world cave complexes. I wonder if a map of Mammoth Caves is available online somewhere.

I've talked about Von Kampf zombies before and how they will be in the Mobster Manual (to be released eventually!). I really like how steady Von Kampf is; he's not a Lex Luthor who flits from world conquering plan to plan. Von Kampf is always focused on one plan, taking over with zombies!













I include this page because I very briefly wanted to mention that, in a modern setting, it is very easy to transport mobsters to wherever you need them for your scenario. Mobsters typically found in a different climate -- or even in a lost world setting -- can be flown or trucked into other areas to be encountered.
I'll have to add to the Von Kampf zombie entry that their creator can see what's going on through their eyes (I would assume, so long as he is within so-and-so range and has the appropriate equipment to do so).

(Scans courtesy of Digital Comic Museum.)

Saturday, August 10, 2019

Comics on Parade v. 2 #11 - pt. 1

I have been reading Tailspin Tommy off and on since this blog began, but never enjoyed it until this storyline, with an eccentric group of passengers and crew trapped in a remote valley. There is all kinds of survival advice players could use if someone sprang a similar scenario on them, like how important rationing food is, how many watts of power it takes to power a radio to reach 50-60 miles, and slang terms like "fan his conk." I'm pretty sure that means punch him in the nose...
The stranded passengers and crew do all the right things, figuring out how to hunt birds (they have to improvise missile weapons), foraging for edible berries, and looking for frogs down by th' creek.

We see a rare example of cussing from a newspaper strip as Tommy fails to see the value in trigonometry -- and, to be fair, I'm not sure how the professor's plan helps them any either.

Also note how soap opera relationships help keep tensions high among the cast.
Sorry if you planned on building your own Seversky Trainer out of paper; I'm more interested in capturing its max. speed and landing speed.
I never thought we'd talk so much about Abbie an' Slats -- but I've said that about a lot of strips by now, haven't I?

What I like about this page is that it deals with the main character's failure to win a scenario. Good guys always win? Not in Abbie an Slats they don't, and your players shouldn't feel like victory is always assured either.
Here we get some pricing information and, while some of it suspect, since the man paying is filthy rich and showing off that fact ($50 a day for room and board?), $40,000 for a high-end Rolls-Royce is definitely still believable, even for the 1930s.
And now, since it's much in the news these days, let's discuss misogyny in golden age comic books. Or, is it ever okay for your character to spank a lady?

Since the object of many role-playing games is to kill your opponents, spanking them seems pretty mild in comparison. I think it's also relevant that she slapped first, and he's doing the same amount of damage back. Would it be worse, or better, if he returned the smack instead of switching to spanking? From a game mechanics standpoint, he has to initiate grappling before he can spank, meaning he's invested more actions in his violent act than she did. And he would have taken an extra element of risk to do so in Hideouts & Hoodlums, as she would have an equal chance as him of reversing the hold!

I would say, had he spanked her butt as she walked away, that would have been a more tit-for-tat for the slap.
Moving on, this is from a full page of For the Record, but I only found the bottom two funny.
The Captain and the Kids also takes an unusual turn this issue, as it becomes a long flashback sequence for the Inspector, in his "youth" back in the 1890s. Note how Mitzi was of age to marry at 16, and everyone objects to the Inspector for leaving her at the altar, not for clearly being at least in his 40s at the time.
A few new nuggets turn up on this page. One is that the steamer's voyage across the Atlantic takes 30 days. Two, I love the detail about finding your way in the New York of the 1930s -- turn right at the lamp post with a cop tied to it. It's a grim detail if the cop happens to be dead, but certainly a good clue for any H&H Heroes that they are about to be on an adventure!

(Scans courtesy of Comic Book Plus.)