I've taken some time to test these. They show great work of mechanics -- well done. I like the lore tie-ins, like how 006 explains yet another reason why the Fighters Guild is always fighting off critters in local homes
Now, my feedback.
006: The introduction text should give some indication of the nature of the quest, since some characters are pacifists, others are squeamish, and so on. If it were only using the summoning gem inside the home there'd be little issue, but having to fight critters inside the guild hall is a big and unpleasant twist for someone not expecting it. Also, ghosts and wraiths aren't lore-friendly for the Fighters Guild quest
004: The spawn rate inside the dungeon is blindingly quick. This is something I almost always set too high in my own quests because it's hard to judge. Try to set it in a way that allows players to rest at least 3 hours between encounters:
spawn enemy every 60 minutes with 50% chance: likely spawn every 120 minutes, too fast
spawn enemy every 120 minutes with 50% chance: likely spawn every 240 minutes, decent
spawn enemy every 360 minutes with 25% chance: likely spawn every 1440 minutes, some may never see the enemy
002: Text block 1026 uses %g1 but it doesn't shift to female if the subject is, like in my test case. For %g1 to reflect gender properly the _name_ symbol has to precede it. I really like the setup on this one. I recognize the culprit's always going to be #2, but it's still got a great depth to it. Not at all what I'm used to with the Fighters Guild, and that's good.
008: The spawn rates in the dungeon are appropriate. For my DB001 quest, I made sure the animals only spawn during the day hours, in case the player needs a break. You don't have to do that, but it could be useful to let them rest appropriately if needed. Not sure if people need it. Make sure you give feedback when you've killed the right quest enemy(!!!!!!). A text box when you enter the right dungeon may also give people assurances they're in the right place. I was given a little something extra at the end but don't know what it was.
003: This was quite clever. Is the Fighters Guild the right group to do this, though? In any case, I'm getting some major "Payday for Ray" vibes from it. This is always hard to time because you never know how people are going to do this, especially if they have to ask townspeople for directions. The overall timer is inappropriate, though; I turned in the ransom and waited 3 hours, and was told that the Thieves Guild would return the person in pieces. It should be like a day long and not give that failure message or something when you've already successfully turned in the payment.
001: WOW what an ambush at the cemetery! There should be fewer or spawn slower, because those numbers are overwhelming for arrow-shooting classes. The time limit was too short; I traveled recklessly and with inns the whole time and still couldn't make it back to the Fighters Guild in time.
Most of the dungeon quests sent me to ancient crypts. Don't forget you can change the dungeon type
with dungeon0, dungeon5, etc in the definition section.
I'll update this with more as I continue.