After Sunday's session, we lost a couple of PCs and a substantial amount of gear.
The PCs already realized they had no business being down as deep as they went, and were thinking about spending their time on the orcs. The fact that the 275 point PCs couldn't hold their own against the trolls and purple worms made it pretty clear that the group needs a wider base of powerful delvers to be down in that mess.
But I presented a few options for going forward (aside from a bonus option for an unrelated mini side game, which still might happen.)
1) Vryce and Dryst step aside for now, taking some time off (in game, nominally to rest and recruit). Everyone makes up new 250 point guys.* We put Felltower to the side, and the new guys adventure off in some locale more suited for beginning DFers until they build up some experience, fill out their gear, and otherwise develop into guys that can handle the foes in Felltower. Maybe a handful of sessions, maybe longer. The campaign has always allowed for people to have multiple PCs for each player to be selected from on an as-needed basis, and even with my encouragement this didn't happen.
* Actually, Vryce's and Dryst's player already have at least one backup guy each they've been itching to bust out and play, but it's always been a bad time. There was never a good session for Vryce not to come.
2) Continue as usual - new guys at 250, they join Vryce and Dryst, and deal with either the new guys handing lots of loot over to Vryce and Dryst to keep their XP gains up or V&D accept that they will progress slowly for a while.
3) As #2, but not in Felltower.
Right now, we're kind of rolling around what #1 would mean. Vryce and Dryst would be in reserve and come back out when the other PCs are more ready for their "level" of threat. I'd need to either write up an adventure locale, or run Mirror of the Fire Demon (again), or convert an AD&D module or something. All are equally likely, in terms of what would temporarily replace Felltower. Having everyone be 250 again for a little while would be a good break all around, perhaps, and mean that it's hard to fall into the role of "make my guy the best possible Vryce buffer and Dryst supporter I can!" when you have to develop on your own to survive on your own. And in the long run, that might help.
Felltower itself would lie fallow, and when the PCs were ready to tackle it again I'd do one big restock. Probably the orcs would get more powerful, but not terribly so. Some monsters would show up or grow in numbers, some destroyed areas might be repaired more fully than would be in a normal two or three week lull, etc. - but the PCs wouldn't be racing a clock where each session away mean the orcs got more powerful, like the fevered concerns of Captain Willard. It would just mean a change of venue, and then a somewhat changed Felltower when the more lived-in PCs were back to see how they fare. And Vryce and Dryst would be waiting.
That's kind of what we're mulling over right now.