Hello, Yellowsquashbanana and welcome to the boards.
Thanks for the list of adventure seeds. Below, I offer some ideas I had about some of them and/or how I can adapt these to my campaign plans.
1) The Blood house:
A noble plantation is rumored to be easy pickings. The Nobles there have a reputation for instability. One thief walked in the front door and was handed a few heirlooms by the Lady of the house. However, a steel ministy outpost isn't far away from the nobles. This could make the heist a lot more complicated for our Mistborn. Maybe, if the character look hard enough, they will find that the nobles are guinea pigs for hematological experiments... Will they help the crazed nobles, or leave them to the Ministry?
I like this idea. A noble house that has been driven insane from experimentation. It could be mad scientist who dabbled in self-experimentation originally but is now operating under Ruin's influence.
3) Lucky find:
The characters find a cache of the Lord Rulers metal. They can keep it, trade it, or use it for themselves. Unless another crew follows them back to it and tries to take it off them. Or maybe the Lord Ruler's troops come to check on it.
Ooh, I really like this one. If it is in a remote area, it may be hidden underground, beneath a Koloss camp. The entrance is hidden and puzzle locked, which the Koloss can't decipher. The interior of the vault is trapped in case anyone manages to elude the Koloss long enough to solve the puzzle.
My campaign just got an Isle of Death, that island from which no one has returned.
5) Underground Railroad
The crew meets a group of skaa in the wilderness that have escaped a measly plantation. The skaa beg for the protection of the Mistborn, just long enough to get to a location where they have arranged passage. However, taking the time to help the skaa will throw a wrench into the plans of the crew (maybe they were on the way to meet a noble from a rival house). Is the promise of safe passage a trap? Will the heroes give the poor skaa the cold shoulder, and what happens when they hear rumors of the escapees death if they chose that path?
Oooh, this fits perfectly into my campaign.
For most of the groups I played with they would help the Skaa as there is no compelling reason not to do so. To make it a tougher choice, add something that causes some sort of complication if they decide to help.
For example, in my campaign, if this was to happen right after the rift is formed in their home port, escorting them there could also see them killed. Then the group is stuck needing to decide between several unpleasant choices. Take them to the "safe haven" they know about, which may not be safe any longer, leave them to try their alternate path to freedom, or abandon their current job to keep watch on the Skaa.
6) Mirrors and Mist:
The crew sneaks into a large noble families manor to steal some Atium. However, a violence inclined Mistborn is also after that atium. If they talk to the Mistborn, they find that he believes all nobles should be put to the death (a view the crew does not share). Do they use him as a distraction and try to grab the prize while the guards are busy? Will they help this firebrand Mistborn?
7) The mistborn from above has been taken by the Steel Ministry. Does the crew break its well-planned cover to free this dangerous maybe-ally? If they don't, what happens when the Mistborn is converted to Minister and starts using his knowledge of them to hunt them down?
For these, if you want the group to consider helping the firebrand Mistborn, you'll need to find some way to make the crew sympathetic to him. If they have never met him before and he asks for the crew to help him kill all the nobles and steal their stuff, they're not going to have any inclination to help him.
If the firebrand Mistborn had some tie to the crew, maybe she's a relative of the crew's Mistborn or someone who may have helped the crew in a past job and is now looking for the PCs to return the favor, it would be harder for the crew to just dismiss her as crazy. Whatever the connection, they'll be more affected every step of the way if it's a good friend or relative if they help her and have to deal with her violent tendencies or if they choose to abandon her and she gets captured, tortured, converted and starts hunting them.
8 ) The Choking Seed: A plantation of Skaa has had enough of their cruel noble lords. Egged on by some leaders of community, they are ready to start a revolt. But, a major noble is visiting the plantation, and brought quiet a few talented fighters. Will the characters help the skaa, or try to quench the rebellion, to save the lives of the innocent skaa who will be punished if an uprising occurs? What if the skaa are never ready to rebel again after this?
9) The Steel Duel:
A noble (a mistborn) offers an honor duel with the Mistborn for the freedom of his skaa. However, the steel ministry shows up to watch the duel. That character cannot fight without revealing herself as Mistborn. She has promised the skaa freedom, and if she backs down she has lost their trust.
I like these two as they both offer some tough choices.
For 8, they can take their one shot at freedom (and in my campaign get transported to the one free settlement the PCs know about) but risk the wholesale slaughter of innocent Skaa should their scheme fail. I am also imagining the Skaa didn't know that a major noble was coming and now the increased security is threatening to uncover the small cache of weapons they recently procured for this purpose.
A noble is stealing some excess metal from the Lord Ruler. The characters find out and choose to?
This is a bare bones idea but it could be interesting with some more meat. What relations would the crew have with the noble? If the noble is an ally, then the group may decide if its worth risking their own operation to run Obligator interference for their ally. If it's an old enemy, they may be able to drop some hints to lead an Obligator who has been tracking them to their old enemy.
The last couple seem specific to the Kandra in your group, so I can't really speak much to those.
Thanks for posting these. They have given me some good ideas to use if I ever run my own campaign.