So I actually dragged out Adventure 12 and have been looking thru it.
Real world stuff first: it really is just another "here's a ship" "heres a solution" scenario; once on booard the players don't do much but listen. Its a style that has produced some pretty good SF literature, but some pretty tedious RPG modules. Here's where it really fails: Page 34 [SPOILER WARNING OF SORTS]*. "after a suitable period of exploration (and without warning), the adventurers find themselves completely immobilized." fast forward the player statues to the throne room in 6-7 sentences, where Grandfather wanders off and a servitor "...explains the secrets of the ancients, warns that the portal which they found must now be closed, and decides that they can be returned to the larger universe before the portal is closed."
Poof. Kind of a letdown, but it is hard to see how the whole mystery could be resolved by the players themselves, particularly in the teeny book format; possibly in a tailored campaign book, the like of which has developed in the RPG world since then. Oh well.
Okay, now that that's out of the way, let's pretend that it isn't just an over edited version of a much longer story, and see what we can make of it.
*If you really don't know the secret of the ancients, congratulations on buying traveller for the first time. Hopefully its going to be better dealt with this time around.