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Quote1.png The Black Knight will serve as a name, Sire! As my life serves in thy behalf! Quote2.png
The Black Knight (Sir Percy)

Appearing in "Introducing Toro, the Flaming Kid"

Reprint of the 1st story from
Human Torch #2
(originally printed as Introducing Toro, the Flaming Torch Kid)

Featured Characters:

Supporting Characters:

  • Toro (First appearance)

Antagonists:

Other Characters:

Locations:

Items:

Vehicles:

  • Prowl Car 51

Synopsis for "Introducing Toro, the Flaming Kid"

Reprint of the 1st story from
Human Torch #2
(originally printed as Introducing Toro, the Flaming Torch Kid)

Passing by a traveling circus, Human Torch spots a young kid on the ground with his body aflame. Landing, and a bit puzzled, he helps the young boy named Toro to be able to flame on at will and fly. Just then, the circus strongman, Samson, buts in and takes on the Torch. Samson loses and swears revenge.

In the meantime, Toro relates how he was involved in a train accident and lost both his parents after trying to save them in the fire. He fell unconscious, holding a piece of molten metal in his hand. He was adopted by two circus performers and has been with the circus since.

Meanwhile, Samson is planning his revenge against the circus and especially the Torch, the latter with a stolen invention called "The Rayon Gun" that puts out flame. The Police eventually arrest Samson and the Torch tracks down his henchmen.

Appearing in "Sub-Mariner"

Reprint of the 1st story from
Sub-Mariner Comics #34Sub-Mariner

Featured Characters:

Antagonists:

Other Characters:

Synopsis for "Sub-Mariner"

Reprint of the 1st story from
Sub-Mariner Comics #34Sub-Mariner

When a sailing ship carrying a group of teenagers go missing at sea, the Coast Guard asks the Sub-Mariner to help in the search. Searching around the area where the vessel was last seen, the Sub-Mariner spots air bubbles coming out of an underwater cave and dives down to investigate. Inside he finds a massive wind tunnel that leads to an airlock. Before he can investigate further he is struck over the head and knocked out. When he comes around he finds himself in an underground realm and a prisoner of the Queen of the Sub-Sea Realm. The queen suspects that the Sub-Mariner is a spy from a rival tribe. When Namor refuses to talk the queen orders him locked in the dungeon to be tortured.

He is left under the supervision of a guard who is ordered to torture him. However the massive dimwitted man recognizes the Sub-Mariner and lets the Atlantean go due to the fact that the Sub-Mariner was his hero when he was a child. Free, the Sub-Mariner rushes to the queen's throne room and takes her prisoner and forces her to agree to let the captured teenagers go free. Using the wind tunnel, the Sub-Mariner ejects the youths and their boats to the surface and follows after them with the Queen as his prisoner. Ordering her to stay put, Namor then boards the ship and uses the radio to call for the Coast Guard.

The Queen begs the Sub-Mariner not to hurt her, explaining that when she died she vowed to torture every living being she found. Namor does not believe the woman's story and swims back down to her realm. He then uses the wind tunnel to blow all of the Queen's minions to the surface as well just as the Coast Guard arrives. He then forces the Queen to board the Coast Guard boat when it arrives, but suddenly the Queen collapses dead and instantly decays to nothing more than a skeleton. Namor realizes that taking the Queen out of the water had killed her.

Suddenly, her subjects begin fleeing back to their underwater home as somehow the wind tunnel has been reversed allowing them to return. Namor tries to follow after them, but just as the last member of the Queen's society is sucked into the cave it suddenly explodes killing them all, the blast knocking Namor clear.

Appearing in "The Menace of Modred the Evil!"

Reprint of the 1st story from
Black Knight #1The Menace of Modred the Evil!

Featured Characters:

Supporting Characters:

Antagonists:

Other Characters:

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Synopsis for "The Menace of Modred the Evil!"

Reprint of the 1st story from
Black Knight #1The Menace of Modred the Evil!

The Castle of King Arthur is put on high alert as someone begins to approach the castle. Watching intently are Mordred and Morgan le Fay, who quickly recognize the man approaching as Sir Percy, Mordred's nephew. Seen as no threat, Percy is allowed to enter the castle and seek an audience with King Arthur due to his noble blood, but none of those gathered are overly impressed by the man who appears to be a weakling. Meeting with King Arthur, Sir Percy explains that he has come to seek a boon from the King for shelter after his lands were taken over by the Baron of Emsore. The King allows for this, but all are disgusted by Percy's cowardice when he tells them that he does not seek to reclaim his land. King Arthur agrees to allow Sir Percy to stay in the castle and assigns Merlin, his court magician, to show Percy to a room.

Merlin, having summoned Sir Percy to the castle, takes the young man to his quarters and thanks him for playing the part of a foppish coward in order to act as his secret agent in stopping Mordred from taking over the castle, explaining that King Arthur does not believe Merlin's warnings. As part of his mission, Sir Percy is given a suid of armor and is christened the Black Knight. Merlin tells Percy that he must act as the realms masked champion and that none should know his true identity. Suddenly, some of Mordred's men, having overheard their discussion storm into Percy's quarters and attack, but the Black Knight easily slays them to cover his secret.

Days later, Sir Percy goes about the castle cementing his cover as a coward. When King Arthur and some men go out on a hunting party, Percy declines to join. Rushing off to change into the Black Knight he runs into Lady Rosamund, ward of King Arthur, and a woman for whom Percy is smitten by. She is uninterested in the cowardly Percy and tells him to watch where he is going. Slipping away to change into the Black Knight, Sir Percy rides off and the Black Knight is glimpsed by Rosamund who wonders who the stranger armored knight could be.

While out in the forests, King Arthur goes after a wild boar and is attacked by warriors who are loyal to Mordred. Arthur fights them off but as his strength begins to wane, the attackers are about to slay him when the Black Knight arrives and saves his life. When King Arthur asks the Black Knight who he is, the Knight refuses to divulge his identity, telling King Arthur that he is a loyal defender of Camelot. Mordred soon arrives at the scene and believes that the Black Knight is attacking the King and tries to "defend" Arthur, but the Black Knight holds his own until King Arthur orders Mordred to stand down. Despite Mordred's protests Arthur then officially knights the Black Knight and tells him that as a servant of Camelot, he will honor the Black Knight's need to keep his identity a secret.

Meanwhile, Merlin watches the entire affair through his crystal ball and is pleased that his plans are being set into motion.

Appearing in "Mister Morgan's Monster"

Reprint of the 1st story from
Strange Tales #99Mister Morgan's Monster

Featured Characters:

Supporting Characters:

  • Philip Morgan (First appearance)

Antagonists:

  • Alien Invaders (at least 6 members)

Other Characters:

  • Morgan's wife
  • Primative robot prototypes
    • First sentiant robot
    • X-36

Locations:

Synopsis for "Mister Morgan's Monster"

Reprint of the 1st story from
Strange Tales #99Mister Morgan's Monster

Strange Tales Vol 1 99 001.jpg

In the year 2090 an inventor creates a robot as a prototype for public servants but the populace distrusts them and he is made to destroy them. He accepts the pronouncement, but secretly hides one away underground. He tells it to remain here until the day humanity no longer fears. Alien invaders are observing the creature and wish to capture it and duplicate it to create an invasion force. They use hypno gas to knock the humans out and order the machine to follow them, but it refuses, staying loyal to its creator. A struggle ensues, and they bind the robot with chains and drag it towards their spaceship. The struggle has consumed so much time that the humans are waking up and the aliens realize they don't have time to make it back to the ship so they blow themselves up as to keep the invasion plan secret. The inventor finds his sole remaining robot outside and tells his wife that she was right, and that the machine could not be trusted. Unnoticed, a single tear falls down the face of the deactivated android.

Appearing in "Hotel of Death"

Reprint of the 1st story from
Captain America Comics #10
(originally printed as Spy Ambush)

Featured Characters:

Supporting Characters:

Antagonists:

  • Nazis
    • Countess Mara (Only appearance)[1]
    • Countess' henchmen (Only appearance)[1]
      • Franz (Only appearance; dies)[1]
      • Schultz (Only appearance)[1]
      • Klaus (Only appearance)[1]
      • Others unnamed (Only appearance)[1]

Other Characters:

Races and Species:

Locations:

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Synopsis for "Hotel of Death"

Reprint of the 1st story from
Captain America Comics #10
(originally printed as Spy Ambush)

Steve Rogers and Bucky have been charged with transporting a secret weapon back to Camp Lehigh. On the way, a woman collapses in the middle of the road forcing them to stop. Steve sends Bucky off to get help, leaving him alone with the woman. This woman is Countess Mara, a Nazi spy who has set up an ambush to capture the secret weapon: a rapid firing grenade launcher. Blasting Steve with a grenade, the female spy and her henchmen capture the weapon and she sends one of her men to eliminate Bucky. Steve has survived the blast and changes into Captain America and goes to Bucky's rescue.

With Bucky saved, the two heroes follow after Countess Mara and her men to a nearby castle. Ramming the gates, they fight off Mara's men and attempt to take back the stolen army truck. The Countess is prepared for this and uses a gas gun to knock the two champions out. They revive shortly after to find their hands bound, and Mara explains her mission orders. To dispose of the two heroes, she has her men toss them in a room that is rigged with flame jets that will burn them alive. She decides to toy with them first, which proves to be her undoing as Captain America and Bucky manage to free themselves by escaping through a ceiling hatch in the room. As they battle, the Nazi spies again, the Countess unleashes her minion named Klaus, a seven foot tall man. Even he proves to be no match for Captain America and is easily beaten into submission.

Furious, the Countess attempts to blow up Captain America with a grenade fired from the stolen weapon. Seeing the attack, Cap deflects the launched grenade with his shield causing an explosion that kills all her men. Surviving the blast, the Countess begs Captain America not to torture and kill her. The Captain explains to her that Americans don't resort to the same tactics as the Nazis and will see her deported back to Germany with a message for Hitler himself: Americans will fight for freedom no matter what.

Notes

  • Cover art: Maneely draws the Black Knight art at the bottom.
  • This series continues next issue under the new title Marvel Super-Heores.

See Also

Links and References

Footnotes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 First and only known appearance to date besides flashbacks
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