Most DC Heroes adventures assume SOME flexibility.
Lines of Death does not do that.
This module is written specifically for Green Arrow and Black Canary. Not characters like them. Not a generic street level pair. These two. Their history matters. Their differences matter. The way they approach problems matters.
The adventure runs on two parallel tracks. Green Arrow and Black Canary each have their own scenes, contacts, and pressure points. The timeline is shared, but the information is not. What one character does earlier in the day can change what the other runs into later. Choices ripple across both stories.
That design forces a different kind of play. You are not solving the same problem together. You are circling it from opposite sides. One character leans toward investigation and personal stakes. The other leans toward surveillance and confrontation. When the plot finally converges, it feels earned because both characters shaped it.
This is not a casual module. It requires prep. It requires attention. It requires players who are willing to sit in uncomfortable scenes and let consequences land. But when it works, it delivers something rare. A superhero story that feels intimate, grounded, and tense without needing spectacle.
Lines of Death is not about saving the world. It is about how easily things can go wrong when violence, drugs, and bad decisions stack up. And that makes it one of the most memorable adventures in the DC Heroes line.

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