Rumor of Buried Coin
The party hears that a lost captain’s treasure map has surfaced, and anyone who helps recover the first piece will earn a cut of the reward.
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A coastal treasure hunt has begun: a once-mythic route to a forgotten vault was cut into three fragments and scattered after a shipwreck and a betrayal. The party is drawn into the chase by rumor, debt, or curiosity, then must race rivals, decode clues, and survive old guardians long enough to claim the prize.
The hunt is not only for wealth. The map points to a vault tied to a buried secret, and every step forward reveals that someone is already willing to kill to keep the treasure hidden.
The old stories say a captain buried a fortune before his ship was lost in a storm. Now pieces of the map have resurfaced in your region, and every cutpurse, scholar, and would-be adventurer is looking for them.
You begin in a storm-battered port where a patron hires you to recover the first fragment before it falls into the wrong hands. The work is dangerous, the trail is uncertain, and another seeker seems to know too much.
Bring your greed, your caution, or your sense of wonder. The treasure hunt is real—and so is the competition.
Act I is a treasure-hunt opening built around a broken chart, a local patron, and a rival scholar who is secretly steering events toward a hidden vault. Focus on atmosphere, clues, and a short sequence of escalating challenges. The party should end Act I with the first map fragment, the location of the second, and a clear enemy in motion.
The party hears that a lost captain’s treasure map has surfaced, and anyone who helps recover the first piece will earn a cut of the reward.
A local scholar or dockmaster offers work, payment, and protection in exchange for escorting them through the first leg of the treasure hunt.
The party is drawn into a treasure hunt by a broken map, then forced to outpace a rival scholar through a warehouse, a marsh, and an archive. This act establishes the route, the stakes, and the central villain’s methods.
Rain lashes the windows as a nervous patron unrolls a torn chart on the table. The parchment is old, the ink is faded, and someone has clearly cut it apart by design.
Open with the hook and make the treasure feel real immediately. The patron offers coin, but the rival’s name should also emerge through rumor. Let the party choose whether to accept, question, or bluff their way into the hunt.
Broken crates float in ankle-deep seawater, and every surface is marked by muddy bootprints. The ledger chest sits beneath a collapsed beam, half-hidden by canvas and rope.
This is the first active confrontation and should establish that someone else is already hunting the treasure. The encounter packet can be run here. Emphasize loot, clues, and a fast escape if the party is stronger than the opposition.
Dusty charts lie beneath warped shelves, and old sea water stains climb the walls like tide marks. The keeper looks over your shoulder as if expecting trouble before you even speak.
This scene should reveal the next location and the rival’s reach. Keep it tense rather than purely combat-focused. The keeper can be helpful if treated respectfully, but the rival’s agents will try to interrupt or steal documents.
Milestone: The party reaches level 2 after securing the first fragment and identifying the location of the next clue.
Doctor Selven Marr
Completed
Doctor Selven Marr is the sort of man who enters a room as though he has already measured it. He speaks with careful diction, stands with i…
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Subscribe NowSelven wants the treasure not for wealth alone, but because the vault contains proof of an old betrayal that would ruin his reputation and empower him over the port’s elite.
Polite, precise, and faintly contemptuous. He speaks like a lecturer, never raises his voice, and treats violence as a regrettable but acceptable tool.
Selven avoids direct combat early. He uses proxies, misinformation, and ambushes to exhaust the party, then appears only when a clue or relic is nearly secured. If cornered, he tries to negotiate, then escape with the evidence.
If defeated publicly, Selven’s network collapses and the party gains a strong lead into Act II. If confronted with proof of his original crime, he may bargain or turn informant to save himself.
Recommended party: 3-5 characters
This campaign works best with a clear agreement about rivalry, theft, and pressure. Ask players whether they are comfortable with competing treasure hunters and occasional betrayal. Decide early how lethal the opening should be, whether the rival can be reasoned with, and how much “puzzle solving under threat” the table wants. Make sure everyone knows the treasure hunt will involve exploration, chase scenes, and moral choices, not just combat.
For 1st-level groups, reduce enemy counts by 1 in each combat and give the party more environmental advantages. For 4-5 experienced players, add one extra Bandit in the warehouse and make the marsh ambushers start with cover and surprise. For very small parties, turn the archive fight into a social challenge with only one enemy. For larger or optimized parties, increase enemy morale and have rivals retreat with clues rather than die on the spot.
Keep the pace brisk. Every scene should reveal a clue, a rival action, or a new route. Use weather, tides, and time pressure to make the hunt feel urgent. Let the villain stay mostly offstage in Act I so the party fears him before they face him. Reward smart play with shortcuts and information, not just treasure.
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Suggested Level: 1-2
- Narrow aisles of stacked crates
- Difficult terrain from spilled rope and shattered barrels
- A weak loft that can collapse under heavy movement
First map fragment, 15 gp in mixed coin, a clue to a smuggler’s mark
If the party struggles, have one guard flee after round 2. If they dominate, add rough terrain and a collapsing beam instead of more enemies.
Suggested Level: 1-2
- Knee-deep mud and standing water
- Reed beds that grant cover
- Narrow dry hummocks that limit movement
A second clue scratched on a bone charm, 10 gp, and a usable goblin torch bundle
Use this as a quick pressure encounter. It should feel like harassment from the rival, not a major battle.
Suggested Level: 1-2
- Shelves of water-warped records
- Narrow reading aisles
- A locked cabinet containing old harbor charts
The location of the smugglers’ causeway, a reference to the captain’s name, and a minor alchemical supply
This works best as a social scene that can turn into a brief skirmish. Reward careful questioning with a strong clue.
Compass of the Returning Tide
Completed
Act I, recovered from the warehouse chest
False
Mariner’s Lantern
Completed
Act I, found in the archive cabinet
False
Saltglass Charm
Completed
Act I, awarded after the marsh clue
False
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