It's definitely unusual to have no treasure in a DCC adventure. I wonder if it has anything to do with being a "convention module" - maybe it was written with the expectation that the PCs would not be played again. You didn't overlook anything. Here are a few excerpts...
In the temple:
There are no armor and weapons other than staves to be found but PCs can always scrounge food, animal feed, horse tack, white robes, soap, and salt.
Lord Featherstone felt very random if you don't fight him, but it had potential to be a deadly battle for a handful of 0-level PCs. The text is vague in my opinion, and I’m curious how the GMs in the group would have run him:
If the PCs attack, the nobleman and his entourage will fight back but aren’t above surrender or even begging for their lives should the tide turn against them.
Lord Featherstone tries to avoid combat, doing his best to remain stoic in the face of this horde of mutants.
If the PCs will go after it with the spear and destroy the heart, he promises them the friendship and protection of House Featherstone.
Note that Lord Featherstone will do absolutely anything to be king—he wants that spear, and while he will bargain and deal fairly if he can, he is absolutely comfortable with treachery and violence.
If Lord Featherstone survives he will still attempt to get the spear from them, but he will be more wary of them now that they proved themselves greater than the challenge of the demon’s heart. Depending on circumstances, he may become the PCs’ patron, or worst enemy.
I think we finished with 7 PCs, so if you were able to kill him (not guaranteed), each PC would net 30 gp and 2 sp in coins and jewelry, plus the gear:
- 2 warclubs (dmg 1d6)
- 2 ring mail (AC +4, check -5, move -5', fumble d14)
- rapier (dmg 1d6)
- studded leather armor
- spyglass
- 3 daggers
I have a few ideas if we (I hope) want to play again as level 1 PCs...
- Roll starting gold for level 1 PCs according to the core rules - avg. warrior or dwarf = 32.5 gp, wizard or thief = 16.5 gp, cleric = 42 gp, elf = 13 gp, and halfling = 31.5 gp.
- Featherstone rewards you with 30 gp and 2 sp each for saving him (i.e. the treasure you would have gained from defeating him).
- Featherstone "invests" in your next adventure and outfits you with one piece of armor up to AC +4, one weapon dealing damage 1d6 or less, plus any equipment within reason. In exchange he gets a 50% cut of the treasure from that expedition.