SANDMAN I
Real Name: Wesley Bernard Dodds
Class: Human technology-user
Occupation: Mysteryman, wealthy socialite
Group Affiliation: formerly All-Star Squadron, Justice Society of America
Known Relatives: Edward Dodds (father, deceased), Gerald Dodds (brother), Maria Dodds (mother, deceased)
Aliases: None
Base of Operations: New York City, New York, 1940s era to present
First Appearance: Adventure Comics I #40 (July, 1939)
Powers: Sandman was a skilled fighter armed with a gun that shot sleeping gas. He wore a gas-mask to protect himself from his gas gun. He used a wirepoon that shot a steel barb connected to a strong line of wire.
History: (Sandman II #1) <July, 1939> - Dream of the Endless was imprisoned on Earth and prevented from performing his duties. The universe, in an attempt to right itself, put a bit of Dream’s soul into Wesley Dodds. Wesley Dodds was ceaselessly haunted by nightmares and they only abated when he took on the identity of Sandman and began a crusade against crime.
(Adventure Comics I #41) - Sandman was investigating a narcotics ring run by Wing,
who sold dope from his boat. Janice Blue of the Daily Press was also investigating the ring, and when Wing executed a junkie who threatened to expose him Julie accidentally revealed her presence. One of Wing's men shot at her, but she plunged into the water, and Sandman saved her, Sandman stormed the boat, and told Julie to hide in a furnace. Wing found her and tried to smoke her out before Sandman swung into action and knocked out the drug-dealer with his sleeping gas. The police arrived to arrest the criminals, by which time Sandman was gone, but Janice was wowed at having met the mysteryman.(Adventure Comics I #42) - Dodds called his old navy buddies Doctor Clyde Dunlap and Happy O'Shea when men they served with died under suspicious circumstances. The men that died had fingered Teeter Sneed for manslaughter, and he promised revenge. Teeter had been released from prison, and Dodds knew his next target would be their friend Steve Weber. Dodd's friends knew about his secret life, so he changed into his Sandman gear, and gave them duplicate outfits. They flew their old planes to follow Weber's air route. Teeter and his henchmen flew after Weber, but Sandman and his crew shot them all down, saving Weber's life. Weber got a letter from the Three Sandmen, and although it was clear to him who'd saved him, his lips were sealed.
(Sandman Mystery Theatre #27, 28) - Burke got the drop on Sandman in the library, and after kicking away his gun he started pounding his ribs while Sandman thought that his life was becoming a cliché. A woman saw Burke's attack, and hit him with a poker, screaming that he was killing the man on the ground. Sandman made his escape, but collapsed, and was found by a homeless man. Slipping into unconsciousness Sandman recalled a Eugene O'Neill play he'd seen that he thought was trite, but was coming to agree with O'Neill that people were ruled by their passions and unable to control their actions or others reactions. The homeless removed Sandman's mask, and thought he was a deranged war vet because of his gas mask. Sandman stumbled away and managed to drive home, getting patched up by Humphries. Dian came to check on him, and was horrified that he was up to his old nonsense. Sandman said he couldn't expect to change overnight, and he had a responsibility to end injustice. He said his dreams that guided him were not clear without Dian, but she left in a huff. Wesley had a dream about missing crucial parts of his mind, which had become puzzle pieces. Dian learned form her father Larry that Burke was pursuing the Butcher in the sewers under French restaurant Blanco Negro, and called Wesley to tip him off. She admitted that she didn't know why she felt the way she did, but she couldn't stop thinking about him. Sandman Burke and his men had discovered the Butcher's abattoir of butchered victims hanging from meat-hooks in various states of decay when Sandman entered the tunnels. Sandman was having trouble with his memory, and wondered if his family curse was hitting him. He'd seen his grandfather slip in dementia, even though he was too young to understand the ramifications, and when his father started getting ill he died soon after. Sandman liked to think his father would have fought his mental illness to his last. The Butcher had already killed one of Burke's men, and when Burke saw Sandman he decided to shoot at him instead of the Butcher. The Butcher attacked officer Francis, lifting him up with a meathook, and Sandman helped save him and Burke. The Butcher almost killed Sandman before Burke shot the serial killer, and Sandman managed to slip away. Dian met him on the street and offered him a ride home, and he was overjoyed to see her.
(Sandman Mystery Theatre #29, 30) - Wesley and Dian had Christmas Eve dinner, and spent a night of passion together. On Christmas day he gave Dian a locket that belonged to his mother, and she gave him a watch dedicated to helping Sandman sleep. He'd had little need to go out as Sandman since his dreams were unfocused and not pulling him in as they had without her. He'd been contacted to invest in Bannermain Chemicals, and took Dian along. She loved the fact that she respected him as an equal. He was wooed by Alexander Bannermain, but got along better with his chemist Rex Tyler. Bannermain insisted they attend his New Year's costume ball, and Wes and Dian spent another night together, but when she woke up the bed was empty except for a Sandman doll. Wes couldn't sleep because of a nightmare, and after some prodding from Dian he opened up. He dreamed of a giant clockface covering the city, and criminals running across it smashing valuables. He also saw Rex Tyler, and wanted to speak to him, so he arranged a dinner at McSorley's. After some good conversation they parted ways, but when Wes tried to trail him Rex took one of the Miraclo pills of his own invention that gave him superpowers and lost him. Wes tried to figure out how to
do surveillance on him, and Dian called up the electric company as Rex's "wife" saying their power was out and asking them to read back her address. Wes was pleased with her ingenuity, and she convinced him to go to Bannermain's ball, saying she'd already picked out costumes for them.(Sandman Mystery Theatre #31, 32) - Sandman followed Rex while he confronted by the Breezy Boys, who ran him over with a car. Sandman gassed him, and learned that he was the Man of the Hour who advertised his services righting wrongs in the newspapers. Rex had learned from the Breezy gang that they intended to steal Dorothy Bannermain's jewels during Bannermain's New Year's Eve ball. He put Rex to sleep and left him in his apartment. Rex was inspired by the Sandman, and the name he'd called him, Hourman. Dian was going as a Spanish princess for the ball, but Wes was too late for his fitting, so he chose an acrobat uniform, gaudy purple and yellow with a cowl to mask his face. Dian laughed at Wes' costume, but was pleased that he asked her to be on lookout for the Breezy Boys, because he needed her help in crimefighting. Wes was ambushed by Rex, who recognized the gun he had holstered as belonging to Sandman, and showed off his new identity as Horman that Wes had inspired. They agreed to keep Dot safe. The Breezy Boys dragged Dot to the roof and Dian alerted Wes. The Boy's boss Hood had also hired the Face to behead Dot, but the heroes put him down. The Hood appeared, aghast at his schemes going awry, and Lenny shot him, knowing he'd been double-crossed. Hourman tackled him off the roof, the Face slipped away, and Sandman exited the party with Dian, who was thrilled to be part of his escapades. Wes met Rex later for a bite, and Rex admitted he was amazed that he'd survived. Wes had convinced him that he wasn't quite ready to be a hero, and would research the Miraclo pills that gave him powers before returning to the game.
(Sandman Mystery Theatre #33-36) - Wes and Dian took in a showing of Cagney's Angels with Dirty Faces, and Wes was troubled by the newsreel that showed the Nazis influence growing in Europe. He'd had world events on his mind, but didn't know what to do about them, having become so heavily invested in his own city. He called up his informant Hubert Klein, only to learn that Klein had lost family during Kristallnacht . High society banker Emmett Beedle had been strangled to death, and Larry Belmont told him there were no leads. Sandman interviewed Beedle's sister and she said Beedle cared only for money and everyone he knew hated him. Wes visited Dian at home, and she was irritated that he went out on patrol without telling her. Larry came home, saying there was another strangulation murder, and Dian begrudgingly gave Wes her blessing to go out again as Sandman. Klein was performing the autopsy on the latest victim, and Sandman told him he was a man with a deep sense of justice to continue working while suffering from personal tragedy. The dead woman Thelma Adams had huge ligature marks, as though a python had squeezed her neck. A drunk named Roger was the next victim of the Python, and Sandman shadowed Burke's investigation. Sandman tried to interrogate Burke's suspect Jungle Jack Barrows, an animal trainer, but while he contemplated how he sought the safety of his small world bigger problems were coming to a head with the Nazis, Jack managed to elude him. Dian had been taking classes at Jack Benoir's gym, and told Wes she was going on a weekend fitness retreat. She hinted that Wes wasn't paying attention to her, but he was oblivious. He found Barrow's apartment and broke in, but was confronted by a panther. He was mauled, but managed to put the cat to sleep. He caught Barrows unaware, and learned that he was not the killer. Larry informed him that Burke had identified the murderer as Jack Benoir. Sandman saved Burke from Benoir, and learned that the Python had a pathological hatred towards overweight people because of his abusive mother. After the case he got a letter from Dian, who said she needed time away for him and a chance to find meaning in her life, so she'd left for England.
Sandman joined the JSA, and during WWII he joined the All-Star Squadron and took on Sandy the Golden Boy as his sidekick.
(Adventure Comics I #74) - Sandman and Sandy were on nighttime patrol when they saw a man cracking a safe with unparalleled ease. They tried to stop him, but he anticipated their every move and locked them in the vault. They were able to escape by setting off the alarm inside the vault, but the police that responded mistook them for the perpetrators and they had to flee. The duo did some detective work and determined that the thief was Professor Hiram Gaunt, who’d invented a machine that stimulated unused neurons, making himself a superhuman genius. They tracked Gaunt to a casino where underworld figures were trying to recruit him for planning robberies. They took out the criminals, and Gaunt admitted that Sandman was the only problem he couldn’t figure out.
(Adventure Comics I #75) - Sandy was reading a book of Norse myths and told Wes that he wished he could tangle with a customer as tough as Thor. The next evening Sandman told Sandy he’d get his wish. A criminal posing as Thor had just robbed a bank Wes was a shareholder in. They tracked down Thor, but he easily defeated the heroes, badly injuring Sandy with a hammer shot to the head. Thor escaped to his Viking ship, but made the mistake of removing the protective armor he wore to give the impression of having godlike abilities. He reasoned that the police would be on the lookout for a Viking, not a common criminal. His timing was bad, as Sandman and the NYPD spotted them, and without Thor’s metal bodysuit he was easy prey for Sandman, who avenged his partner by sending Thor to the hospital.
(Adventure Comics I #77) - Millionaire Monroe Alvin was terrified of the dark and plagued with dreams about being a violent criminal who met a violent end. He decided that Sandman could help him, and placed an ad in the paper. Sandman and Sandy found him at his mansion talking with thugs Torchy Grogan and Bugs Baron, and he insisted he no longer needed Sandman’s help. Sandman learned that the hoods were blackmailing Alvin with pictures showing him committing crimes. Sandman learned from one of Alvin’s servants that he’d been hit by a car and lapsed into an amnesiac state for three days. Sandman and Sandy knew the crooks must have posed Alvin while he was in shock, and when Alvin was ready to hand a million dollars over to the crooks, the heroes intervened. They defeated Bugs and Torchy, and put the final piece together when they learned that Alvin’s doctor Hoak was responsible for coming up with the plan.
(Adventure Comics I #80) - Wes and Sandy visited Wes’ friend Nick Parks, an aspiring detective who’d just gotten his first case, guarding the Hackle Jewlery Company. Wes didn’t place that much faith in his friend since he was prone to narcolepsy. Parks nodded off when the Company was robbed by Felix Black and his gang, putting his detective company in danger. Black spent decades without sleep, and had turned to crime to ruin the good night sleep of others. Parks pursed Black and his gang and caught them red-handed. They knocked out Parks, and were forced to flee with Parks in toe. Black took them to his mansion, and his gang decided they’d had enough of his lunatic plans and demanded he fork his money over to them. They were also planning on executing parks, even though Black had specifically forbid his gang from murdering anyone. Black wept, realizing he should never have chosen a life of crime. Sandman and Sandy located the gang, and saved his friend. One of Black’s gang shot him in disgust before the Sandman apprehended him. Miraculously the bullet only grazed his skull, but finally allowed him to sleep. Black thanked Sandman profusely and promised to serve out his sentence and then dedicate himself to humanity. Sandman noted that he had once again acted as an instrument of fate.
(Adventure Comics I #85) - “Gentleman Jack” placed an anonymous ad in ther paper requesting a meeting with Sandman. Sandy wanted to come along, but Sandman chastised him, saying he’d only get in the way. The hero obliged, and recognized Jack as a criminal he put away. Jack explained that he never wanted for comfort, nor missed it until he went to jail because of Sandman. Sandman thought he was just an interesting psychological case for recreating his own prison, but then Jack revealed his plans for revenge, he’d long dreamed of making his prison a luxurious home while watching Sandman slowly die in solitary. He locked Sandman in a cell and slowly started pumping air out of the room. Fortunately Sandy had followed him to Jack’s, and freed his partner. The heroes defeated Jack’s goons, and sent him back to jail. Jack raved that he was framed, and was put in solitary, his worst nightmare. Sandman left him a note telling him that his own character shaped not only his dreams but his fate.
(JSA #18 (fb)) - <1944> Opal City, Sandman and the JSA fought Johnny Sorrow. During the fight Sandman's sidekick Sandy damaged the subspace prototype Sorrow was wearing with his wirepoon, and the villain vanished into thin air.
(JSA #18) (fb) (six months later) - Sandman the JSA and Scarab came to Sandy's rescue when the lad was kidnapped by Johnny Sorrow. Sorrow opened a gateway to the Subtle Realms and unleashed the King of Tears on Earth, then disappeared. The Spectre devoured the King then cried him out into a vial created by Green Lantern I, trapping the King's essence.
(JSA #69-72) <October 28-30,1951> Sandman couldn’t sleep, and visited the townhouse where he kept Sandy in a glass cell. He again apologized to the boy for turning him into a monster. The time-traveling Sand, the future version of Sandy, revealed himself to Sandman. He promised Sandman he’d one day find a cure for Sandy’s condition, and told him he had to return to action to stop Per Degaton from altering history and ending the Justice Society legacy. Sand and Sandman met up with the rest of the reformed Justice Society and the time-traveling JSA at the Justice Society brownstone. Hourman informed them Per Degaton was going to assassinate the President. The Justice Society and JSA went to Washington to warn Truman that his life was in danger. Degaton and the Red Morgue attacked Washington, but the teams were ready for him. Degaton used a time-disc to speed up Atom’s metabolism and turn him into a nuclear bomb ready to go off. If he exploded millions would die, but J.J. Thunder and Johnny Thunder summoned the Thunderolt to turn Atom back to normal. Sandman and the other heroes defeated Degaton, who fled into the timestream. The resulting time distortion caused Sandman and the other Society members to forget their adventure with the JSA.
Wesley retired as a mysteyman after suffering a heart attack. He would return to using the Sandman identity years later during semi-regular team-ups of the JSA and JLA.
(DC Comics Presents #42) - Wesley Dodds was was consumed by guilt over what happened to Sandy, so he visited psychiatrist Dr. Raymond Baxter, confessed all, and begged for his help. Wesley never knew that Baxter’s daughter was eavesdropping in on the whole session. Dr. Baxter told Dodds he was driving himself mad, and the only cure was for him to be hypnotized into forgetting his entire career as Sandman. He hypnotized Dodds, and gave him a trigger to revive his memory if he ever needed it. Dodds became a normal socialite for years until Baxter’s daughter fell in love with Sandman foe “Snooze” Simpson and revealed his identity. “Snooze,” Baxter and a group of thugs confronted Dodds, knocked him out, and placed him inside a giant hourglass where he’d be suffocated by sand. Simpson thought it would be more satisfying if Dodds knew why he was dying, but Baxter never learned the trigger word her father gave him. After hours of trying to convince Dodds he was the Sandman, they left him to die, and talked about finding Sandy next. Sandy’s name was the trigger, and after Dodds escaped the trap, he changed into Sandman, and brutally brought the villains to justice. With his memory restored, he realized he needed to find out whatever happened to Sandy.
Sandman and the JSA entered a notional dimension created by Odin that contained a simulation of Ragnarok.
(Sandman II #26) - As Sandman and the JSA fought in Ragnarok, Odin offered Dream the notional dimension in exchange for the control of Hell, which Dream possessed the key to. Odin pointed out the value of Sandman, who possessed a portion of Dream’s soul. In the end Dream couldn’t give control of Hell to Odin.
(Spectre III #20) - Prof. Nicodemus Hazzard interviewed former members of the Justice Society to learn more about the Spectre after the Wrath of God had threatened to judge the world. Sandman had been having vivid dreams about the Spear of Destiny that kept Spectre out of Europe during WWII, and Hitler had hoped to use to control him. Nicodemus realized he needed to find the spear, and Sandman told him its' current location was unknown. He knew Hazzard was familiar with the Dreaming, and suggested he do his research there. Hazzard thanked him, and Sandman asked if he could ask the Dreaming to send him the dreams he used to have, the ones that created the Sandman.
(Spectre III #55) - Spectre's NYPD partner Nate Kane made an appointment to see Wesley and Dian to discuss the cold case of Julia Edmonds' death. Wesley said her mother Regina's murder was before his time, but revealed that after Julia went missing she reappeared after WWII to claim the family estate, and might still be alive. Kane said Jim Corrigan was a suspect in Regina's death, but Wesley said there was no way he was a cold-blooded killer.
(Spectre III #62) - Corrigan decided to give up the mantle of the Spectre, at last seeking peace in death. Craemer arranged for his bones to be buried in a small grave, and performed a funeral service, with all of the friends Corrigan met as the Spectre attending, including Dian and Wesley. The Spectre-Force vanished and Jim ascended to Heaven.
Now an elderly man, Wesley retired once more and toured the Far East with Dian Belmont, the love of his life.
(JSA Secret Files#1 (fb, BTS)) - Wesley was with Dian Bellmont when she passed away.
(JSA Secret Files #1) - Tibet; Wesley had a prophetic dream predicting his life would soon end. He climbed Mt. Kailash with Speed Saunders, and once they reached the top they contacted the Gray Man. The Gray Man gave them information about where the next Dr. Fate would be born, and Wesley told Speed to pass the information on to his old JSA allies. Mordru then appeared and threatened Wesley with everlasting agony if he didn't reveal what he knew about the coming of the Fate-Child. Wesley jumped off the mountaintop rather than tell Mordru anything. In the last moments before his death Wesley thought about being reunited with Dian Bellmont.
(JSA #1) - Sandman was buried in Valhalla, a cemetery where many superheroes were laid to rest. Sentinel, Wildcat I, Star-Spangled Kid II, Starman I and VII, Hippolyta, Flash I, Black Canary II, Atom Smasher and Johnny Thunder attended the funeral, and Sandman’s former sidekick Sandy read the eulogy.
(JSA #85) - Thunderbolt summoned the spirit of Sandman and several other deceased JSAers to help J.J. Thunder, who was being attacked by Gentleman Ghost an a gang of spirits under the Ghost’s control. After defeating the Ghost’s underlings Atom and the others faded back into the ether.
Comments: Created by Bernard Christman.
In the pre-Crisis DC Universe Sandman lived on Earth-2.
Sandman received profiles in Who’s Who: The Definitive Directory of the DC Universe #20 and The DC Comics Encyclopedia. He received a profile in Golden Age Secret Files #1 under the Justice Society of America entry.
Impulse #44 showed children trick-or-treating as various superheroes, including Sandman.
JSA #2 and #6 showed photos of Sandman and several of his old costumes in the JSA Museum. His statue was shown in the JSA Museum in JSA #26, #32, #63 and JLA / JSA: Virtue and Vice. A portrait of Sandman was seen in the JSA Headquarters in Green Arrow III #12 and JSA #60, 73, 75 and 87. JSA #38 showed a photo of Sandman and the rest of the Justice Society of America in Hourman II’s JSA brownstone apartment. A photo of Sandman and the JSA was seen in the JSA Museum in JSA #52 and JSA #54.
JSA #5 had a flashback of Sandman’s appearance in Justice League of America #113.
Sand had a dream about fighting Black Barax alongside Sandman in JSA #33.
Sandman’s grave in Valhalla was seen in JSA #37.
A photo of Sandman was shown in Red Tornado I’s home in JSA #55.
In Justice Leagues: JLA #1 the JLA had their memories restored after Advance Man tampered with their minds and they recollected several past adventures. Sandman and the JSA were featured in once of their remembrances.
Sandman had a cameo in DC Comics Presents #25, JSA #56, JSA All-Stars #8, Justice League of America II #5, Spectre Annual II #1.
There were pin-ups of Sandman in Sandman: A Gallery of Dreams #1 and Vertigo Gallery: Dreams and Nightmares #1.
Bizarro-Superman wrote and illustrated a comic book titled “Captain Marvel and the Sham Shazam” featuring Sandman in Bizarro Comics #1.
JSA #67 and JSA #68 showed a HUAC poster of Sandman and the Justice Society of America declaring them enemies of the state.
Sandman’s appearance in Adventure Comics I #74 was reprinted in Adventure Comics I #498 & Forever People I #9. Sandman’s appearance in Adventure Comics I #75 was reprinted in Adventure Comics I #499 & Forever People I #6. Sandman’s appearance in Adventure Comics I #77 was reprinted in Forever People #8. Sandman’s appearance in Adventure Comics I #80 was reprinted in Forever People I #7. Sandman’s appearance in Adventure Comics I #85 was reprinted in Adventure Comics I #492 and Forever People I #4.
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