The game is going very well!

I dusted off my old HARN campaign setting by Columbia Games which I've not touched in over a decade. Since the setting is rules neutral and very realistic, the QUERP rules fit with it beautifully.
The campaign started with the players meeting with the Sheriff of royal town of Olokand who asks them to travel to a village on the western edge of his domain to investigate rumors of trouble. He had requested a report from the knight who holds fiefdom over the village and was not satisfied with the "no problems here; everything's fine" response. The sheriff is too occupied with local problems to make the journey himself so he taps the players to investigate.
Enroute, the players encounter a band of goblins led by an orc warrior and an orc magician. As I expected, they made short work of the band however, the next encounter that evening with a wraith had the players shouting "run away, run away!"
Reaching the village, the players receive a cold welcome from the knight. Questioning the villagers revealed that a few weeks prior the knight, seeking to increase his farmlands, crossed the river that formed the western border of the kingdom and had the serfs begin clearing land. This provoked an attack by the Taelda barbarians who claim the land for themselves. The knight then brought in a band of mercenaries to push back the Taelda. However, the mercenaries exceeded their mandate and massacred a Taelda village. Now the Taelda are organizing for a major attack and the knight is seeking a way to defuse the situation without reporting to his liege that he is the cause of the crisis.
Add to this, villagers and local miners are being murdered, their mutilated bodies found on the outskirts of the village. The players picked up on this and tracked the killer, a troll, to his lair. After a tough fight, the players killed the troll.
Investigating the lair, they find that it was once a Dwarven mine and forge, now abandoned for nearly a thousand years. One of the players found a +1 axe; another a +1 Defense ring. But the major find was enchanted tin tablets, resistant to rust, inscribed with the history of the dwarves in the region.
The tablets pre-date the destruction of the dwarven city of Kiraz by the necromancer Lothrim, 600 years prior, and give strong clues to the location of a secret entrance to the city. After the city was reconquered by the dwarves, it was sealed for all time as a tomb and monument to the fallen. The dwarves abandoned the region and dilligently worked to erase all knowledge of its location. Kiraz eventually faded into legend. Now the players have a general idea of where it is and are tempted by the legendary wealth left behind by the grieving dwarves.
However, they still have the immediate problem of the massing barbarian forces. They are not sure yet how they intend to deal with them. One of the players favors kidnapping the knight and handing him over to the Taelda as a peace offering.
This is where we stand at the moment. We didn't get to play last week since I was away, but we should pick the game up again this week. Elements from Keep on the Borderlands and a few other 1E modules will be worked into the plot as the game progresses, but mostly I'm letting the players set the direction of the game according to their actions.
Regards,
V