Nazis
The Candy Store has been robbed. When the crew arrives for work, they find it completely cleaned out. A case file rests on the floor, right where the Captain's desk used to be. It concerns "Mad" Stan Berkowitz, the original creator of the Candy Store and the only other person who knows about its existence. If anyone ratted the Night Shift out, it would have to be him.
There's just one problem: He's currently locked in a padded cell at Arkham Asylum. Since the Night Shift is such a super-secret, undercover operation, they don't have the authority to just walk in and question him. They'll have to break in.
Here's the plan: The Cap' knows about a prisoner who's being transferred to Arkham from Metropolis. (This is a great place to slip in a cameo by your favorite Batman villain.) The PCs can intercept the paddy wagon outside of town and swap themselves for the guards and the inmate. The rest should be a walk in the park.
Once they're inside Arkham, finding Mad Stan is easy. (In other words, just skip to the interrogation scene.) However, this would be a good place for a Joker cameo. Having him help the PCs out now will make him a more interesting villain later.
When they finally find Mad Stan, he'll tell them anything they want to know... and more. He'll rant on and on about "tiny robots," "magic ninjas," and "aryan supermen from the future." He honestly had nothing to do with the robbery, but he says there is one other person who knows about the Candy Store: a nazi spy who calls herself Mary Miller.
He even knows where she lives. If the PCs break him out, he'd be happy to take them to her. This can be an easy con, or you can turn it into an all-out prison break. Whatever works. Again, the Joker could lend them a hand. He knows the asylum inside and out.
Fifth Column HQ is an imposing manor up on the bluffs. It's currently stuffed full of the Candy Store's merchandise. (If the Night Shift shut down the First Church, then the robbery was Mary's attempt to recoup the money she lost on her initiation. If not, make up some other money problems. Your players probably won't stop to ask her why she did it.)
Of course, the nazis have a warm welcome prepared for our heros. In addition to the Black Dragon and Fiend, they'll have to fight their way past a Dustech automaton that bares an uncanny resemblance to Clayface. After that, Mary Miller will try to play the damsel-in-distress card one last time. (If one of your PCs has a Weakness for women, her story doesn't even have to be good.)
At the first opportunity, she'll use her psychic surgery to reach into a PC's chest and grab their heart. Kali-ma!!! She'll hold her victim hostage while ranting at / negotiating with the other PCs.
Once they've dealt with that situation, all that remains is to move all their stuff back to the Candy Store. Oh, and figure out what to do with Mad Stan.
Recommended Opener: Start with a long zoom down one of Arkham's corridors. The camera goes in through a cell window to reveal one of the PCs in a straightjacket! You can proceed with the break-in scene from there. (The other PCs are out in the parking lot, dressed as Corrections drivers and waiting to be let inside.)
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