Treasure is often a useful lure for getting players to do something or go somewhere -- the carrot by which the Editor leads them. But eventually the players catch up to the carrot and then they wind up with all that treasure and all its worth (both in terms of $ amount and xp value).
What happened in The Adventures of Patsy, here, is that they thought they were going to get treasure out of this cabin raid, but it turned out the villain was crazy and just thought he was collecting gold all this time. It's a clever idea you can "trick" your players with once. Of course, you can't do this to your players too often, or they'll balk at being cheated.
The first Transformer? Allowing robots to fly is not something I've put into stats for H&H yet.
Unlike the fool's gold in the previous example, the billion dollar bill is unlikely to fool any H&H player older than a kindergartner.
I've heard of Dungeon Masters who draw, or otherwise provide, a picture of a Sword +1, or maybe a note card with a short history of the weapon on it. Details make the trophy item seem more real and of value to the player than just telling him, in a general sense, what it does.
(Scans courtesy of Comic Book Plus)
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