[QUOTE=D_Odds]
…
I consider it my sworn duty to kill off as many of the DMs carefully crafted NPCs as possible. That’s right, What Exit?, I’m gunning for your characters. 
…
CatInASuit, we can’t forget about the Hunter-Killers. They will be harder to stomp (meaning, hopefully, more XP and more loot!) than the shamans.
What Exit?, how do you handle non-magical healing? Is it ‘by the book’, or do you accelerate it?
[/QUOTE]
Point 1: Good luck, I not only made this one tough to kill, but she has a PC that will do everything humanly possible to protect her. 
Point 2: Yes, no Hunter-Killers so far which means there are none in these caves. However, do not believe for a moment the Shaman you killed is the one strong enough to organize whatever is going on. You obviously lucked into a weaker tribe of standard orcs. Only a few have even had 2HD so far. None are skilled warriors, but rather grunts or bigger grunts. One Shaman whose big spell was Hold Person and needed Arrow Fodder[sup]TM[/sup] as a shield.
Point 3: Do you mean natural healing after resting? If so, 1 point per night is the general rule with some exceptions.
[QUOTE=D_Odds]
You get more shots with the bow, and probably have a better bonus to-hit than I do. In melee, however, I get bonus damage and likely hit as often as you do.
[/QUOTE]
You are getting the +3 orc damage with the Bow, I thought you noticed your arrows drop orcs. For you and Gwaelur, these caves are ideal. Just enough orcs to kill at will as long as the group plays it smart. Just enough height for you to use your bow, thought I screwed up once and allowed you a shot in a hall, down to the other end that you could not make with your long bow. You can use your Long Bow at will in the high ceiling chambers, but in the 7’ halls I need to gives you penalties for trying to keep the arc of your arrows lower than normal for a long bow.
[QUOTE=appleciders]
I have to say, this has been far too easy so far. I grant glee that we can easily take another 38 orcs, probably with only minor damage. I just don’t expect it to be only 38 more standard, run-of-the-mill orcs that we fight here.
[/QUOTE]
Depends on how quickly you can flush them out. As you are over half done, this appears to be a weak group and you are playing it smart. Things would have gone very different, if you did not pull back from the cross passage and thus got attacked from 3 sides instead of only one. What you call easy, is just playing it right so far. Your sleep spell helped by stopping the main head on charge.
The orcs were not prepared for a direct assault like this from a team of mixed races and abilities. Invisible Hobbits are always a great help and three spell casters with three strong front line fighters is a perfect mix for these halls. Then two bowyers that rarely miss to help it along.
Whenever a group breaks up, it gets far more dangerous. When you have a scout, send the scout. Besides Hobbit adventures have a certain amount of good luck and favor in this world under this DM.