Retreater said:
Um, every one of them I've run in the past 4 years.
Sons of Grumsh
Shackled City Adventure Path (actually Paizo, but still "official")
Corymr: Tearing of the Weave
I've run Sons of Gruumsh. Not surprisingly, it is 90% orcs. They don't require 20's to hit (much less actually), they don't have DR, and they don't require special weapons.
The only thing you could call "power creep" is the sheer number of orcs you can wind up facing at once. The players have to know what they're undertaking--namely, they're invading an orc stronghold. They cannot expect to kick in the door without raising an alarm. You either need a good plan that involves subterfuge, or you need a strong offense, generally in the form of some area-affecting spell (web is ideal).
I have Cormyr: Tearing of the Weave, but I passed on running it because it was kinda bland. If anything, I found it kind of easy.
Others that I've read through and did statistical breakdowns for (what is the percentage of the group surviving these encounters) that seemed way too hard were.
Demonweb Pits
Castle Ravenloft
Age of Worms
Savage Tide
Demonweb Pits and Ravenloft can both be pretty rough, because you fight tough opponents at a fast pace. It requires prepared and experienced players, and even then they'll need to pace themselves to avoid running out of juice. Novice players need not apply.
But y'now what really makes those adventures a lot easier? Having good arcane and divine support. I find that the more experienced players in my group get caught up with building awesome warriors, and they leave the spellcasting to the newbs. I think the reasoning is that nuking with spells is broken or too easy or something. It's a big mistake in adventures that are built to scale.