The problem is a tag mismatch in the .xml.
<QuestDef InternalName="Quest_TreasureMap">
<DisplayName>The Treasure Map</DisplayName>
<Description>A group of wildings are playing dice with some local farmers. The game goes badly for them and the wildings try to turn over a few hides and an old map to pay their debt. The farmers argue that the map is worthless. They are about to break into a fight until they notice you.
"Leave." you say, and both groups scurry for the door.
"The treasure map?" one of the Wildings asks. </Description>
<IsStartingPointQuest>0</IsStartingPointQuest>
<ShortTextAccept>I will keep it</ShortTextAccept>
<ShortTextDeny>I've no time for this</ShortTextDeny>
<QuestClass>Minor</QuestClass>
<Repeatable>1</Repeatable>
<TriggerType>QuestLocation</TriggerType>
<TriggerOrigin>EventLocation</TriggerOrigin>
<SpawnRating>1</SpawnRating>
<Image>Scroll.png</Image>
<PrefQuestLoc>QuestLoc_Camp</PrefQuestLoc>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>GiveItem</ModType>
<StrVal>Uncommon</StrVal>
</GameModifier>
</Treasure>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<NextObjectiveID>1</NextObjectiveID>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Treasure Chest</StrVal>
<Unitclass>GH_Quest_Chest</Unitclass>
<Radius>6</Radius>
</GameModifier>
</Treasure>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Find the Treasure Chest.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Success</Class>
<Type>ClearGoodieHut</Type>
<TextData>Treasure_Chest</TextData>
<Flag>RevealTarget</Flag>
</QuestConditionDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>1</ObjectiveID>
<QuestEnd>1</QuestEnd>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
</QuestObjectiveDef>
</QuestDef>
The bolded needs to match the spawned treasure chest goodie hut. See below for the fix here.
<QuestDef InternalName="Quest_TreasureMap">
<DisplayName>The Treasure Map</DisplayName>
<Description>A group of wildings are playing dice with some local farmers. The game goes badly for them and the wildings try to turn over a few hides and an old map to pay their debt. The farmers argue that the map is worthless. They are about to break into a fight until they notice you.
"Leave." you say, and both groups scurry for the door.
"The treasure map?" one of the Wildings asks. </Description>
<IsStartingPointQuest>0</IsStartingPointQuest>
<ShortTextAccept>I will keep it</ShortTextAccept>
<ShortTextDeny>I've no time for this</ShortTextDeny>
<QuestClass>Minor</QuestClass>
<Repeatable>1</Repeatable>
<TriggerType>QuestLocation</TriggerType>
<TriggerOrigin>EventLocation</TriggerOrigin>
<SpawnRating>1</SpawnRating>
<Image>Scroll.png</Image>
<PrefQuestLoc>QuestLoc_Camp</PrefQuestLoc>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>GiveItem</ModType>
<StrVal>Uncommon</StrVal>
</GameModifier>
</Treasure>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<NextObjectiveID>1</NextObjectiveID>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Treasure Chest</StrVal>
<Unitclass>GH_Quest_Chest</Unitclass>
<Radius>6</Radius>
</GameModifier>
</Treasure>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Find the Treasure Chest.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Success</Class>
<Type>ClearGoodieHut</Type>
<TextData>GH_Quest_Chest</TextData>
<Flag>RevealTarget</Flag>
</QuestConditionDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>1</ObjectiveID>
<QuestEnd>1</QuestEnd>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
</QuestObjectiveDef>
</QuestDef>