Here are some more ideas for adventures. They probably need fleshing out but they might be useful to someone:
MODERN TIMES:
The characters ship is sent to the planet Kroto to pick up Captain Armito. Eighty years ago he was placed in suspended animation to spare one of his crew from punishment.
Captain Armito will be retired from Starfleet as all his knowledge is out of date. This will shock Armito who wants to find a place for himself in modern day Starfleet. Its the characters job to bring him up to speed on the last eighty years of events and advancements.
Complications arise when Klingon ships surrond the ship. Apparently Captain Armito dishonoured a Klingon on battle and now his House has come for revenge.
Armito takes this as an opportunity to prove himself and beams down to a nearby planet (or steals a shuttle) to cause the Klingons to chase him.
Can the characters stop the Klingons, rescue the Captain and find him a place in Modern Times?
RITUAL
Checking on a Scientific team studying a tribal culture using Duck Blinds (as seen in Insurrection) the characters find the team missing.
Soon they discover that the tribes have joined to together to release a Lovecraft type monster trapped within a force field.
Before the creature was trapped it almost wiped out the planets population reducing it to its current tribal level.
The force field is weakening and the creature has twisted the tribes minds to its wills. It is also affecting the characters crew mates.
Its a race against time to prevent the creature being released and destroying the universe.
PEACE:
Sent to negotiate a cease fire between two warring planets the characters are surprised to find a peace treaty has already been signed.
However it becomes clear that this peaceful intention is enforced when the characters witness an animal attack and no one is willing to fight the creature.
It turns out this is a Dominion plot to make the conquest of the Alpha Quadrant much easier. A huge device was dropped on the planet during the fighting (which is why it wasn't detected.)
The characters can remove the device but this will plunge the two worlds back into battle. What do they do?
AMENDS:
Responding to an SOS the characters ship arrives in the Nibar system. Nibar II has a Federation colony and Nibar III has native aliens who are friendly to the Federation and were all to happy to let the colonists set up home on one of their planets.
Maquis or Orion Pirates have stolen a freighter from Nibar II but in an attempt to escape they have caused a warp core breach. Before the characters' ship can react the freighter crashes into Nibar III. They must quickly get people away from the devastation and provide first aid.
Once this is done it is revealed that "Child City" was where the freighter crashed. This was a special area where the Nibar's children are raised. The death toll is close to two thousand children dead.
The governor of Nibar III insists that the colonists give up two thousand of their children so the berived parents can adopt them so their family name can be carried on.
Of course the colonists aren't keen on this idea but Nibar III has another option. They can use their small fleet of ships to bombard the colonists until 2000 are dead.
The Nibar III governor insists that since it was a Federation freighter that was stolen and since it was their lack of security that allowed this the colonists are responsible.
What can the characters do to solve this tricky diplomatic situation?