Hmmm, I have an adventure I run as a "standard" Traveller adventure at Cons and game store demos. It's mostly for players who have never played Traveller before. I don't know how well it would work for an experienced group.
If you have access to the classic adventure Laviathan, plus the Spinward Marches setting, then you already HAVE the adventure. I start the group off in a Free Trader in the Lanth sub-sector. They do all the standard "dirt-side" stuff (find cargo, bar fight, etc.) then dust off. They jump, but don't come out where they intended. They end up right in the middle of the Abyss (that big empty area in the Lanth sub-sector).
At this point most PCs either hop into the low berths and hope for the best, or flat-out die. But after a while I let them know they are getting a faint active sensor echo WWWAAAAYYYY out there.
After some maneuvering, they find a Laviathan-class Merchant Cruiser. All the hatches are open to space, and their isn't even a HINT of power, not even battery power.
Don vacc suits and EVA over. Everyone DOES have the Vacc Suit skill, RIGHT?
The PCs explore the ship (thank you deck plans in the published adventure) and find it still has some fuel aborde, just enough to get their little ship home.
As GM, you play up the "mystery" aspect, plus all the "shadows, and the killing chill of deep space."
Once the PCs get back to civilisation, they WILL want to salvage that ship. As GM, I let them take all the Astrogation checks they want, but when they return to EXACTLY the same spot in the Abyss, the ship just isn't there.... Vanished, as if it never existed at all.....
Like I said, it's cool for a one-off. I don't know if it would work for an experienced group.