Ghost Ships by Joseph Mohr is a role playing game supplement published by Old School Role Playing for use with Cepheus Engine. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result.
The supplement is available as a 24 page Pay What You Want PDF from DriveThruRPG. Two pages are the front and rear covers, three the front matter and three the Open Game License.
The opening paragraphs explain that the characters are approached by the port’s director whilst in a star port who wants them to investigate some ships that are in port, arrived without crews and apparently have logs showing them have done things in the future.
Patron has details on the employer.
Complications are things which aren’t known or which can go wrong.
The Helix Foundation has some details on the mega-corp that owns the ships and on an experimental device responsible for the odd situations.
An Impossible Time Line has details of the timeline of the ships.
The Meridian Star covers the locations on the first ship.
Another Ship Lost explains that after exploring the first another one has arrived.
The Antares covers the locations on this next ship.
One Final Ship Arrives has a third ship turn up.
Blue Lightning describes this ship in the same way as the other two.
One Step Further has the characters asked to try out an experimental device they may have recovered.
Temporal Displacement covers what can happen if the characters use the device.
Other Interested Parties has details of a salvage ship.
How Did the Travelers Talk to One of the Missing Crew Members on Video? explains this information that can be found.
Salvage Opportunities explains that under Sonoran law – the adventure is set in the Frontiers of Space – ships lost in space are free to salvage, but the owners will object.
Mission Completion explains that simply visiting all three ships fulfils the contract.
The final three pages of content have deck plans of the ships.
Ghost Ships in Review
The PDF lacks bookmarks and is long enough with enough different sections that these would have been useful. Navigation is okay. The text maintains a single column format and some minor errors were noticed. Bar the maps and covers, there are no illustrations. Presentation is okay.
At its heart, this is a simple enough adventure in which the characters just need to explore three ships and see what they can find on them. There are potential dangers, especially if they do the follow-on job, though there are also potentially substantial rewards with three ships up for salvage. Ghost Ships can be found by clicking here.

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