TELLAR BLUES
ERA: Could be adapted to any period
TYPE: Any
LOCATION: Tellar
The ship is transfering a presidential envoy to Tellar on an important mission concerning Tellarite affairs vis-a-vis the Federation. The envoy is backed by the Tellar ambassador to the Federation Council. Give the charcters a chance to get to know them: the envoy is a taciturn, politic REgulan; the Tellarite a boisterous and famed legal mind (he's the equivalent of a superstar on his homeworld.)
While taking the space elevator down to the surface, there will be an attack on the envoy by a terrorist/Maquis/syndicate baddie. The crew should be distracted by the mob of Tellarites looking to get an autograph or shake the hand of the great orator.
At this point eh security guys need to start working with Tellarite Federal Police to find the bad guy. Team them with a jocular, talkative cop...think Joe Peschi from Lethal Weapon, or some such... Give 'em a time limit: the station is closed to all traffic -- space or ground -- for 24 hours, but after that they need to go to the local ombudsman to keep the place closed. The amount of losses for the merchants coming through is staggering, so it's unlikely it will be approved.
Clues: check security monitors to locate and ID bad guy. Try to locate (it's a BIG station, so this'll take at least half the time they have.) Also hit the bars, clubs, etc. Give 'em a taste of Tellarite nightlife: debate clubs, dance clubs with Tellar dancing girls and the ubiquitous Orion or two. They'll find out there's Maquis/terrorist/whatever guy with a ship looking to clear out. He's headed for the Rigel colonies -- the perfect place for a person to drop out of sight.
The captain must replace the envoy for the big speech & has only 24 hours to get familiar with the argument & prepare for the inevitable debate that the Tellarite empor will throw at them after the speech. (Figure the speech is followed by an extended Q&A, House of COmmons-style).
Big slam-bang action sequence in the berth of the ship-in-question and catching the bad guy. We threw in a chase sequence through the guts of the elevator, including an attempt by the baddie to escape down the elevator shaft in grav boots. NOthing like a 200 mile fall to keep the characters on their toes.
"War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
John Stuart Mill