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Traveller: Mysteries on Arcturus Station – RPG Overview

“This collection of two investigative adventures aboard a space station can be played individually or as a series. ‘The Hunt for Sabre IV’ is written by myself,”

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Hello Internet. Seth Skorkowsky, 
and today I’m going to discuss  

a Traveller book that I have 
a very special connection to,  

and that is Mysteries on Arcturus Station.
Published in 2021, it contains two mystery  

adventures set aboard a space station. One is 
an updated, expanded, and slightly reimagined  

version of the 1983 adventure Murder 
on Arcturus Station by J. Andrew Keith.  

The other is a possible prequel adventure called 
The Hunt for Sabre IV, which is written by me. 

So what happened, was last year I did a review for 
the original Murder on Arcturus Station scenario  

and I had a few criticisms and suggestions 
for it, but overall I absolutely loved that  

adventure. I believe it is a genius adventure 
and I mentioned that I hope Mongoose updates  

that to the newest edition because it’s one of 
those brilliant scenarios that shouldn’t be lost  

to time as editions change, and various books go 
out of print, and they end up getting forgotten.  

Now one of my big criticisms about it is that it 
opens up saying how the heroes have just completed  

a job, and how that went, and who they met at the 
station as a result of that, but there wasn’t any  

adventure that was presented there, just simply 
referenced it, and how the Travellers are now  

waiting to get paid once this adventure starts.
I also mentioned that for my game, when I ran the  

adventure, I wrote a prequel adventure that met 
all of the requirements that the intro to this one  

alluded to, and then I ran my players through that 
adventure and we played it and had fun, and then  

the next adventure kind of led straight into that 
so that way we had two adventures back-to-back. 

What I didn’t mention was that I had reached 
out to Matthew Sprange at Mongoose Publishing,  

telling him how much I would love to see an 
updated version of Murder on Arcturus Station,  

as well as my criticisms that I had about it.
Matthew said, “You know what, you’re right.  

We should definitely do that,” and then he 
offered me the job of writing the new adventure,  

as well as offering me the job of updating the 
scenario to the newest edition, giving me total  

freedom to change it however it was that I wanted.
And this is it: My adventure The Hunt for Sabre  

IV, as well as my updated and reimagined 
version of J. Andrew Keith’s classic  

Murder on Arcturus Station.
Holy crap, you Snyder Cutted yourself?  

You were just like, “Hey guys, this stuff 
needs to get changed,” and they were like,  

“You’re right. You want the job to do it?” 
That is like every gamer geek’s dream. 

I know, right? I can’t believe that worked. So 
starting with the original adventure, which was  

54 half-size pages with no art outside from a pair 
of maps, Mysteries on Arcturus Station is now two  

adventures, coming in at 72 full-size pages, and 
has a lot of art. Including images for 21 NPCs,  

some of which appearing in one adventure, 
with others appearing in both adventures,  

gear and equipment that’s found in the 
adventures, as well as two new ships,  

the 1500 ton Saber Ore Carrier, and the 60-ton 
Agrilus Mining Craft. There’s also a new psionic  

ability that I got to introduce in these.
These mystery adventures can be played  

separately, or together in a series.
Hold on. Back when we did our review for  

Murder on Arcturus Station, it was mentioned by 
a couple people that there actually already was  

an existing prequel adventure that was printed 
back in a magazine in 1983. What about that? 

Okay, so when I did the first adventure, a few 
veteran players pointed out that JTAS issue #18  

from 1983 included an Amber Zone Adventure that 
was called Without A Trace. Most of them were  

pretty polite and informative in them telling me 
of that, and a few were kind of condescending in  

their mentioning of this prequel’s existence, and 
were kind of rude about it. First, Without A Trace  

is an Amber Zone adventure, meaning that it’s more 
of a rough outline sketch than a module itself.  

I mean, here it is, just over two half-size pages, 
meaning that it’s really over just one full-size  

page. It’s more of a promotional hook for the 
then upcoming Murder on Arcturus Station – at  

that point still called Murder At Arcturus 
Station – and like it’s kind of like a trailer,  

really. It also requires that Referees pick up 
Adventure 4: Leviathan to get the ship’s deck  

plan, meaning that it’s really intended to sell 
you two adventures. And among the information  

that it lacks is the setup for Arcturus Station, 
such as introducing Maria Aguilar, and how that  

adventure is intended to end in order to be a 
proper setup for Murder on Arcturus Station. 

The module also makes no reference at all to this 
magazine adventure, and neither does the Traveler  

Wiki. So like most folks in the 38 years since 
that magazine issue was printed, I had no idea  

that Without A Trace even existed. But once I was 
aware about it, once people had told me about it,  

I talked with Matthew Sprange to see if 
maybe we should modify the Hunt for Sabre IV,  

which at that point was already written, but 
maybe we could change the names of the NPCs,  

or maybe name the ship the Solaria, like it was 
in the original adventure or something like that,  

just kind of as a nod or an ode to the original 
adventure that J. Andrew Keith had done.  

But we decided that because my adventure, which is 
far longer, a full mystery scenario, and very very  

different than Without A Trace, that we were going 
to go ahead and leave that as is. We weren’t going  

to change it at all, which would leave Without 
A Trace available to appear in maybe a future  

Journal of the Traveler’s Aid Society 
Volume as an alternate prequel adventure,  

or if you do the right changes, a group could 
end up doing both, where you do Without A Trace,  

and that leads you into The Hunt for Saber IV, and 
which would then lead you into Murder on Arcturus  

station. If you made the proper changes you could 
be able to pull that off. So we decided that we  

weren’t going to change the original scenario at 
all because my adventure was written completely  

independent of it with no idea that it existed.
Enough about that. So let’s go ahead and talk  

about this book, what it contains, what was 
changed from the original Murder on Arcturus  

Station, as well as a few tips and tricks on 
running both adventures that appear inside of it. 

For the most part, Murder on 
Arcturus Station is unchanged.  

The layout has been changed to make it easier to 
use in-game, the mechanics have been updated to  

the newest edition, phrasing has been tightened, 
and pretty much every single criticism that I made  

about it in my review video has been corrected 
for this updated version. So that half-hour  

video still serves as my tips for running that 
scenario. No need to repeat everything that  

was already addressed in that video.
This video will focus on this book,  

the new adventure The Hunt for Sabre IV, as 
well as the changes that were made to Murder on  

Arcturis Station, such as the addition of a 10th 
suspect from of the original 9 that that one had. 

But before we go any further, I must warn you 
that there will be Spoilers. So any players in  

the audience, please stop here. But send your 
Game Master this way to see about running these  

adventures for you. But if you keep going, and you 
spoil yourself, you have no choice but to run it  

and let your Game Master get to play for a change.
Okay Game Masters, let’s get this thing started.  

Because this book contains two adventures that are 
both set on Arcturus Station 3, the first part of  

the book is simply about the system and about the 
station itself. The system is a giant asteroid  

belt with no planets. Different companies mine 
this belt for ores, one of those companies being  

Lamarck Minerals, which is based out of Station 3.
We get some information about the station itself,  

including a deck plan for both the Lower Deck, 
where the casino and restaurants are located,  

as well as for the Residential Deck where 
the Travellers and the NPCs should be living. 

Now this is the Player Version of the 
Middle Deck, with no rooms being marked.  

Game Masters will get two versions, depending 
on which adventure it is that they’re running,  

and that gives the room locations for the NPCs 
appearing in those adventures. Aside from new  

maps, the big change from the original Arcturus 
Station is Cameras – which follow my suggestions  

that I gave in the first review – and Delivery 
Tubes, which get a passing mention in the original  

scenario, but they’re now explained and they’re 
used in the new adventure that I’ve added to it. 

The first adventure, The Hunt for Sabre IV, the 
backstory is that Lamarck Minerals, under the  

leadership of their president Ringiil Urshukaan, 
has earned a reputation for abusing its employees.  

Last year, the mining craft L4-M7 was lost in an 
accident, and while the company claims that it was  

due to piloting error, employees know that that 
was due to safety cutbacks that the company had  

made. The loss of the ship caused an escalation 
among the disgruntled employees, resulting in  

sabotage and theft that was done throughout 
Lamarck Minerals facilities. A mysterious  

figure known as Omega has been linked to many 
of these incidents, but Lamarck Minerals has  

been unable to identify who Omega is.
Hart Fonroe, a mining boat pilot,  

was contacted by Omega, who proposed the idea 
of stealing one of Lamarck Minerals’ giant ore  

carriers and bringing in a massive profit, while 
also dealing a big financial blow to the company.  

Hart assembled a team to help them with this 
plot. The plan was that during their two-week  

break at Station 3, the conspirators were 
going to steal the access codes to one of the  

docked ore carriers from its captain, and then 
once that ore carrier was scheduled to leave,  

they would just go ahead and pilot that 
away and jump away to wherever Omega waited. 

Unfortunately things didn’t quite go as planned. 
Shortly after they arrived, Lance Gimsa, their  

Astrogator, was called back to work early due to 
a clause in his mining contract that the company  

regularly exploits. The conspirators decided that 
instead of Lance causing suspicion by refusing to  

deploy with the rest of his mining crew, that 
he would go ahead and go and leave with them,  

meanwhile the rest of the team would steal the 
ship as they planned to do, and then they were  

going to disable the transponder, and hide 
somewhere in the belt until Lance came back.  

Once Lance returns 10 days later, he and another 
conspirator Dyrrol Mollik would steal a mining  

craft, rendezvous with Sabre IV, and jump away.
The adventure begins when the Travellers arrive  

at Wainwright Starport. Why they’re 
here is completely up to you. Maybe  

they’re just simply passing through, or maybe 
they were called in for this particular job. 

The Referee could also make it to 
where the station manager Marja Aguilar  

is who recommended the Player Characters for this 
job, meaning that she’s like an existing trusted  

friend of one of the Player Characters, or if the 
Player Characters might have an existing Ally or  

Contact that they might have come up with during 
Character Creation, you could just swap Marja  

Aguilar for that existing Ally or Contact, making 
them an old and trusted friend of the Player  

Characters and somebody that they can count on.
They’re contacted by Martin, the assistant to  

Urshukaan, saying that he has a job for them. 
Because docking space at Station 3 is limited,  

the Travellers must take the inner-system liner 
to Station 3, which takes 3 days to get there. 

The travelers arrive at Station 3 the day 
that Sabre IV has been discovered stolen.  

The Travellers are then hurried to 
Urshukaan’s office where they meet with him,  

Martin, his security chief Eayukheal, his 
bodyguard Enli, and if they don’t already  

know her, the station manager Marja Aguilar.
All of these NPCs appear in both adventures,  

meaning that the Player Characters that do 
continue on to the second adventure, the players  

and those characters will already be familiar 
with them, rather than being introduced to them,  

the players pretending as if their characters 
already know each other. So this way the players  

get to have an idea of who these people are and 
get to learn a little bit about their personality  

before they begin the second adventure.
Urshukaan tells them that the crew of Sabre  

IV showed up that day for deployment, only to 
discover that their captain, Hummit Madson had  

taken the ship out for a routine inspection flight 
two days ago and he hasn’t returned. Docking Bay  

security footage shows the three individuals 
entered the Sabre IV before it took off, and  

their faces were covered by hats and goggles and 
they couldn’t make out who they were, but one of  

them was clearly wearing Captain Madson’s flight 
suit, and Captain Madson’s security codes were  

used to release the docking clamp on the ship.
The station has been unable to locate Saber IV  

and its last known transponder ping was 28 
hours ago, so it might have already jumped  

away. But Urshukaan believes that there’s 
definitely a conspiracy at play here,  

and he mentions that Omega is his prime 
suspect, and somebody has to know something. 

He offers the Travellers 50,000 credits a piece in 
order to find this ore carrier, its cargo, and its  

ringleader. Because Marja Aguilar is the station 
manager, he holds her responsible for this,  

and he demands that she give them full access 
to her assistance and anything that they need,  

including administering stress tests.
50,000 credits? Oh, sure thing,  

boss. We are gonna find that missing 
ship for you. You don’t worry about that.  

Guys, we hit the jackpot here. There is no way 
this guy is gonna try to weasel out of paying us. 

From here it’s pretty open as far 
as what the Travellers can do.  

The module includes a Timeline of events up until 
when the adventure starts on Day 15, followed by  

when events occur unless the Travellers prevent 
those, including the criminals escaping on Day 25. 

Now one thing that they might do is interrogate 
the Saber IV’s crew. They all insist their  

captain is innocent. There’s no way that he would 
have stolen the ship. Now with interrogations,  

Matt McCloud with Lurking Fears, who play-tested 
this adventure for me as a Game Master,  

and he has since run this several times at various 
conventions – he’s run this adventure more times  

than I have – he’s added a cool little feature to 
this. Taking inspiration from the movie Outland,  

suspects are held in 0-gravity cells, 
and I love that. But because it’s so  

clearly a thing that came from that movie, 
I decided not to add that little detail to  

the written adventure. However for anyone that 
decides to run this adventure for your group,  

I say go for it. Absolutely use this. Anything 
that you think would make this adventure  

cooler – or any adventure cooler – go ahead and 
use that, do that, make your adventure cooler. And  

Outland is a great source of ideas that you can 
steal from to use for your own Traveller games. 

Now unless the Travellers discover it first, 
the mutilated remains of Captain Madson are  

discovered by cleaning staff on the morning of 
the second day. In the room are several clues,  

such as empty Truth Serum vial and a thumbprint 
on a delivery capsule that belongs to Keri Gimsa. 

The Travellers of course can have the station’s 
Lab Techs either identify the drug or perform  

the autopsy on that body. However that’s going 
to take a lot longer for them to do that than  

if the Travellers just did all that stuff 
themselves. The idea being that it’s in the  

Traveller’s best interest to go ahead and make 
those Skill Rolls and do that work themselves,  

than it would be for them to just to pass that off 
onto some NPCs. However, if the Player Characters  

either lack those skills altogether, or their dice 
just really aren’t working well with them that  

day, the Player Character can still get access 
to that information, but at the cost of time. 

Travellers might also interview docking 
crew, review security camera footage,  

maybe running facial recognition software 
against the company’s database of employees,  

review the station’s sensor logs, visiting 
the station casino, using their Carouse  

skills to gather rumors and find out information.
Or make a few bucks gambling down to the casino.  

One of our Player Characters just kept wanting 
to go back downstairs to gather more rumors.  

And he did get a few rumors, but he also made 
close to a thousand credits for his time doing it. 

Eventually enough clues are going to point towards 
Captain Fonroe and his crew who were scheduled to  

leave on their mining ship the same day that 
Saber IV was stolen. Their craft’s transponder  

is working, but it’s not responding to any hails. 
Now the Travellers can commandeer a mining craft  

to go out and intercept it, but it’s going 
to cost them a full day in order to do that.  

Or with some good rolls, maybe they could persuade 
one of the closer ships just to go off and inspect  

that ship themselves. Though doing so is likely 
going to cause that other ship to miss their  

mining quota. They’re not going to get paid 
if they miss their quota. So it’s going to  

be a little hard to persuade them in order to 
get them to go and check out this other ship.  

Or if they miss that clue entirely, 
the mining craft is going to be  

discovered on Day 4 of the investigation.
It’s going to be found to be abandoned,  

with supplies stripped, and a large omega 
symbol painted on the flight bridge. 

Reviewing the employee profiles for the 
GT-56’s crew might notice that none of  

them are certified astrogators. However, Kari’s 
brother Lance recently qualified as an astrogator,  

and rumors state that there is no way 
that Kari would leave her brother behind. 

Of course, Lance is currently deployed somewhere 
out in the belt, giving him a solid alibi for the  

night of the murder. He’s going to deny 
any involvement with this conspiracy,  

but with some difficult rolls – which can be 
made easier if one of the Travellers might  

have a history as a Belter, so they use that 
to kind of form a bond with him, or if they  

make him believe that him doing a confession 
would be able to save his sister, if his sister  

is in danger – they might be able to get him to 
talk and be able to confess to what’s going on. 

Now Lance returns to Station 3 on the 5th Day 
of the investigation, and unless the Travellers  

stop him, he’s going to steal a ship and 
head out to Sabre IV the following day. 

There’s also Dyrrol Mollik. 
He works in the station dock,  

and is waiting for Lance to come back. And 
depending on what clues the Travellers uncover,  

might put him on their radar as a suspect. 
Getting him to confess it’ll be difficult.  

And without solid evidence or a confession they 
can’t hold him for any longer than 12 hours. 

Now Dyrrol’s big role is that he can serve as 
your wild card. Once he realizes the Travellers  

are on the right path, he can make his move. 
He might search their room, or plant evidence,  

or try to ambush one of them. Or if they leave 
the station he might sabotage their ship,  

leaving them stranded and floating out there, 
trying to be able to fix their ship or fix their  

radio to have somebody come fix them while he and 
the conspirators are trying to make their escape. 

Discovering Sabre IV’s location can be done 
several ways. Maybe through a confession,  

maybe hacking Dyrrol’s hidden computer, 
if the Travellers are able to find it,  

or attempting to follow when Lance and Dyrrol 
steal the craft – maybe the Travelers can take  

their own craft and try to follow them out there.
Okay. But once we find it, what do we do then?  

I mean, taking out a giant ship that’s 
full of desperate murderous criminals,  

that don’t sound too good for my health. 
I’m a detective. I ain’t a space marine. 

That depends. Maybe the Travellers can try 
to con their way aboard, posing as Lance or  

Dyrrol. Or they might to force them at gunpoint, 
like work the Comms and be able to say like,  

“Oh no, it’s just us. We’re gonna land,” and 
the Traveller’s behind them with their pistol  

or something like that. Or they might take one of 
the mining craft out there to stage an assault,  

either with a forced docking, or even cutting 
a door with the laser mining drill. Or they  

might call the police, sending an detachment of 
the port authority out to the ship’s location.  

Of course a patrol cruiser all the way from 
Wainwright Starport would take four days to  

reach the ship. So if the criminals have their 
astrogator they will have escaped by that point. 

No matter what tactic they do, Captain Fonroe 
should die if you’re planning on running the  

next adventure. Maybe in combat, maybe at 
one of his crewmates hands, maybe suicide  

once he realizes that his ship has been boarded.
One game that Matt McCloud ran, a group managed to  

get him alive with a stunner, so you know what, 
it can happen. But the GM decided to have Omega  

murder him before Captain Fonroe could be brought 
in to interrogation. It could be done with poison,  

or a sniper shot as he exits his ship, or Omega 
being a psion, could just use psionics to do it,  

either frying his brain or compelling 
somebody else to kill Captain Fonroe for her. 

That GM’s way of dealing with that, is he 
had Omega hiding outside in the docking bay  

wearing a jumpsuit like she was just one of the 
regular workers. Then when the ship arrived,  

and they marched Fonroe out with his hands all 
in shackles, and they’re parading them on up to  

get interrogated, his eyes just suddenly rolled 
up at his head and he dropped dead to the deck  

right there. And everybody’s looking at Fonroe, 
going, “What the hell just killed this guy?”  

and that’s when Omega made her escape, only 
to show up again in the next adventure. 

However you want to do that is 
fine. But Captain Fonroe should die  

before the Travellers or anyone else are able 
to glean Omega’s identity from him, because the  

Traveller’s failure to get that is what sets 
the groundwork for Murder on Arcturus Station. 

The original module made a point that the 
Travellers failed to capture the ringleader,  

something that Without a Trace failed to mention. 
This of course then leads us to Adventure 2:  

The revised Murder on Arcturus Station.
Again, this adventure can be played as  

a standalone if you will. And aside from 
the mechanics, and the layout organization,  

and new art, the adventure itself is mostly 
unchanged. So the original review is still  

valid for how to run that adventure, which is more 
of a toolbox than it is a written-out mystery.  

Game Masters are still gonna need to decide how 
the victim dies, be it stabbing, shooting, blown  

up by a bomb, strangled, poisoned, whatever it is.
The characters all now have portraits, which the  

original module did not. So that can make it 
easier for Game Masters to run this version,  

especially in virtual tabletops, 
where character portraits really  

help keep straight who everybody is.
Criticisms that I had of the original  

scenario have all been corrected in this 
update. Such as the Baronetess has a staff  

that’s listed for her now, as well as 
some information about each of them. 

I also noticed that you corrected her title from 
being Baronet to Baronetess, which is actually the  

correct title for her. So better late than never.
Yep. We also have gear and equipment now.  

Including two types of daggers that 
have special stats and information  

about them. And the Stress Detector, which I 
think this image came out pretty cool looking. 

Urshukaan’s original suite had a Computer Room, 
because Classic Traveller computers were just  

massive and they took up entire rooms. The updated 
one has changed to this room just being a basic  

Supply Closet. Now I don’t know why on the 
map they changed the sequence of room numbers,  

and this font that they used made the 7 look like 
a question mark, which I do find kind of weird. 

The most significant change that I made was 
the addition of a 10th suspect Taril Ulgeev,  

also known under her alias as Omega. 
Her addition serves two purposes. 

First, she ties the two adventures together 
very well. Now she can either be the killer,  

because she failed to humiliate 
Urshukaan with the ore carrier theft,  

or she can be a suspect who looks so guilty 
it might allow the real killer to escape. 

The second purpose for her addition is 
that if she’s used as the real killer,  

her means of doing it is very 
different than all the others have.  

She is a powerful psion. And her plan is to 
force a Traveller to do the murder for her. 

So on the night of the murder, she approaches 
a Traveller in a restaurant or the casino,  

and strikes up a brief conversation with them. 
Then using her psionics, sends that Traveller  

to kill Urshukaan. And then using a unique power 
to erase the Traveller’s memory of the incident,  

meaning that the Traveler nor the 
player have any idea what they’ve done. 

Which can lead to quite a surprise as the Player 
Characters are tasked with solving this murder,  

they start noticing some really weird 
things going on around this crime scene,  

such as their fingerprints are all over the place. 
Or whatever weapon was used to kill this guy,  

that’s the same weapon that they use, and 
their weapon is missing. And then they  

check the disposal chute and they find their 
own weapon has been thrown away down there,  

and it’s got their fingerprints and his blood 
all over it. That’s when they start realizing  

that they are not the victims of some sort of 
frame-job. They realize that they’re the killers. 

Proving Taril’s guilt is 
going to be difficult to do.  

Public information about the mining ship 
that crashed last year lists her brother  

as one of the victims. And in Urshukaan’s 
private files – if they’re able to hack  

his computer – it says that Omega is rumored to 
be a psion who can alter their victims memory. 

Psi Detectors are pretty expensive, and they 
start out at Tech Level 16. So it’s unlikely  

that the Travellers are going to have one when 
they do this adventure. Though once Inspector  

Dragovitch arrives at the station a few days after 
the murder, his ship has an old Tech Level 13 Psi  

Detector, which the Travellers might get access to 
if they can convince him. And on a different note,  

I love the image for this thing. Because it’s 
supposed to be an old-fashioned Psi Detector, the  

little antenna on it has this sort of retro 
look to it. I think it’s just wonderful. 

I just thought that having the Player Characters 
realize, and then having to hide their own  

involvement in this murder, while also trying 
to simultaneously hunt down the real murder,  

would be kind of a fun addition to all the 
different things that this murder mystery  

game already offers to us. Kind of a neat little 
addition to the toolbox that the Game Master has. 

Overall, I’m pretty proud of this book. I’m very 
happy to have added my own little piece to the  

Traveller Universe, and getting the opportunity 
to bring back and update J. Andrew Keith’s  

classic adventure that I love so very much. 
So a huge thank you to Mongoose Publishing  

for giving me this opportunity, 
and I hope that players enjoy it. 

You can pick up a copy at the Mongoose website as 
a physical edition and a PDF, or you can pick up  

the PDF on DriveThruRPG. And if you liked it, 
a rating or a review is always appreciated. 

Hey, thanks for watching. If you enjoyed 
the video, please give it a Thumbs Up.  

If you want to see some more of our 
stuff, such as Game Reviews, or How-To’s,  

or our entire series on playing Mongoose 
Traveller, just hit that Subscribe Button. 

Until next time, Travellers, you have a great day. 

You know, if you want to be extra 
devious during that murder investigation,  

you have it where Omega really is the killer. But 
instead of having a Traveller do her dirty work  

for her, she has one of the other nine suspects 
do the killing for her. So now the Travellers,  

they get tasked with doing this job, and they look 
at the evidence, and they look at the motivations,  

and they say, “Yep, it was this person right here. 
They are guilty.” But that suspect, they keep  

going, “No. I have no memory of doing this. You 
gotta believe me. Somebody controlled my mind.” 

So the Travellers, you know, if they believe them, 
they got to start looking around through all the  

other suspects and trying to figure out which 
one of them is an evil psion with some sort of  

power that ain’t nobody ever heard of before. 
But meanwhile, the authorities are all like,  

“What are you talking about? You solved the 
case. You’re a big damn hero, and you’re  

gonna get a reward. We’re gonna let everybody 
out of this station, and they can go home.” 

So now the Travellers, they’re in some sort 
of race against time, trying to find some sort  

of evil psion out there, and try to prove 
the innocence of the person that they had  

just proven guilty of murder. That is some Agatha 
Christie-level stuff right there… but in space.

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