The Judges Guild:
Founded in 1976 in Decatur Illinois, the Judges Guild published five RQ2 modules and 1 game aid. They were gateway because Chaosium only sold them the rights to use the rules. Printed on newsprint with questionable typesetting, they kept selling their modules almost until they went bankrupt in the mid 80s. Different Worlds bought all the back stock and peddled it for a little while, but none of the RQ items were popular. The last hurrah (or gasp) for the Judges Guild and RQ was Questworld. They were assigned their own continent for a series of campaign materials, but nothing was ever published. Occasionally, Judges Guild RQ material is still found in discount bins in dusty corners of lightly trafficked game stores. I like their quirky amateurish nature.

JG #107 - Broken Tree Inn, Rudy Kraft, 48 pgs, August 1979.
Based on material cut from Snakepipe Hollow, this module has three scenarios centering around elvish (Aldryami) personalities in and around the Tall Seed Forest. The forest is next to the Human Empire, but could be run in Sartar (near Apple Lane) or similar locale (the area and Empire maps are worthless). It has plenty of monster stats and encounter tables, along with a few detailed personalities and interesting magic items. Buy it if you like elves and black & green artwork. Someday I might read this and find out how the elf "Long Stem" got his name. The 1st ed. (worth 10 cents more) has a b&w cover. The 2nd ed. has a blue cover and four-color graphics.

JG #116 - Hell Pits of Night Fang
, Paul Jaquays, 32 pgs, 1979.
As the introduction clearly states, "(This module) is not set in the world of Glorantha and no Glorantha deities are listed". That pretty much sums its value as source material. It is centered around three limestone sinkholes that reek of chaos. The basic scenario involves fighting a vampire and his undead minions, with a few nice little plot twists and unexpected encounters. Any module that contains a "Holyground of Death and Doom" is added to my schlock hall of fame. Humakti would love this place. As an added bonus, the insides of the front and back cover contain 2 nice blank sheets of graph paper. The cover is pretty cool with its black and red dominance.

JG #170 - Judges Shield , author ???, (2 - 11"x17" cardstock sheets) 1980.
In some ways, I can't believe Chaosium didn't get the rights to this and include it in their boxed set. They did say they wanted something like it in WF #8 in their product description for the upcoming boxed RQ. As a separate entity, this compilation of weapon and spell tables is excellent. It may lack the fire-breathing dragon of D&D's screen, but it is packed with player and GM info galore. Tables include: hit locations, SR calculations, melee & attack order, armor points, monster references, and those ever so gory fumble and criticals that help "flesh out" RQ's hack & slash aspects. Amazingly low collector value, but very hard to find. Buy one.

JG #220 - Duck Tower & Other Tales
, Paul Jaquays & Rudy Kraft, 62 pgs, 1980.
A four color module for everyone who loves to imitate Donald Duck. More RQ oriented, this spoof of their Dark Tower module has a duck Humakt temple. A dungeon crawl with tough monsters and interesting treasure. Why did they put the module map (with secret doors) on the back cover? Run this near the Duckpoint side of Upland marsh and let lightbringers or trolls have fun. I'd face Count Duckula look alikes with silly names to experience the "horrible dooms and powerful magic" touted on the cover. A first class module with a second rate reputation made by a third string company. A brief expansion was written in Pegasus #8.

JG #310 - City of Lei Tabor, Paul Nevins & Bill Faust, 96 pgs, 1980.
Being another of their gateway supplements, it's hard to get excited about this one. The Duchy and City of Lei Tabor are set in one of their generic empire locales (skeletal world map), but I'd probably stick this one in the east. The city is fairly well detailed, in terms of encounters, characters, and building descriptions, but the GM is left with designing most of the campaign. Poetic names like Asher BrooBasher, plus Bullthrash the Skull Cleaver and YammerFall the Assault Cracker help keep things interesting during play. Spelling mavens (or editors with free time) have a hard time getting past all the typos. The thieves cult on pg. 36 is worth a glance and there are ducks at the end.  The rune spells (Storm Calling, Lightening Spear) read like a list of failed heavy metal bands.

JG #380 - Duck Pond
, Rudy Kraft, 62 pgs, 1980.
If you don't buy this one still in the shrink wrap, which is easier than you think, you might miss out on the color coversheet/poster and be left with the B&W cover. The title says it all. It's gateway, but I'm tempted to set this in the duck area in Boldhome (pre Starbrow's rebellion). This module is short on background and you feel like every page is "room X has monster Y guarding treasure Z". There are several similarities between this and Griffin Mountain, which Rudy helped write. Despite the ducks, some weird monsters and "Dorsh of Morsh", it's only passable.