The Marvel Family #4
☆ Be the first to review + Add to your collection — Join freeThe main story, "The Witches' Tale," features the Marvel Family battling witches who threaten them with supernatural powers. A lumberjack named Don rescues a man named Red Garson from a treacherous log jam in a river, and Red later credits Don with saving his life, telling him he owes everything to Don's bravery. The story also includes a secondary plot involving a figure in dark clothing who pursues others and can transform into a bat-like creature.
When the witch Oswena, Mirandy, and an unnamed sister use magic to locate a missing member of their coven, they discover Elviry—now working as an announcer at Station WHIZ under the name Ellie Hawkins—and kidnap her on live radio. Captain Marvel, Captain Marvel Jr., and Mary Marvel spring into action to rescue her, but the witches prove surprisingly difficult to track down. It's a race against broomsticks and hexes as the Marvel Family closes in on a mysterious cave, where nothing is quite what it seems.
When a crook targets a jade-handled knife at Mr. Kane's antique shop, Captain Marvel Jr. thwarts the theft—but the real scheme is only just beginning. Mr. Kane becomes entangled with a slick confidence ring posing as collectors, getting duped into chasing a worthless "mate" knife across state lines while the con artists pocket thousands. Captain Marvel Jr. must uncover the full swindle before the criminals strike again, this time with deadly intent.
When a millionaire eccentric obsessed with his ancestor Don Quixote gets knocked on the head during a burglary by the criminal Double X Dawson, he becomes convinced he actually *is* the legendary knight—and Mary Marvel finds herself chasing both a delusional would-be hero and a crook across the countryside. It's a wild ride mixing literary delusion, rare book heists, and the kind of superhero mayhem only the Marvel Family can deliver, with Jonathan Quixote determined to stop a train he believes is a metal dragon while Mary tries to sort out the actual villains from the imaginary ones.
When an ancient vampire awakens at a city museum exhibit and stumbles into Dr. Sivana's laboratory, the world's wickedest scientist sees an opportunity—convincing the creature to help him steal Dr. Walsh's revolutionary blood-plasma machine. But Billy Batson is there for an interview, and when danger strikes, he transforms into Captain Marvel to stop the villainous pair from carrying out their theft. With dawn approaching and the vampire desperate to reach his coffin before daylight, the stage is set for a race against time that will determine who walks away victorious.
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Reprinted in Shazam! #3 (1973), Shazam! #3/1974 (1974), Shazam! #3/1974 (1974), Marvel Family #4 (2023)
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