The Warlock's efforts kept the Warden and Paladin from dying. I reworked the Ward to hit at the start of a players turn if they were within three of the Ward. The Beholder was part of the placed around the artifact, and was not affected by the Ward. On a hit, the ward does 2d8 and throws the player to the ceiling and back down to the ground. The are supposed to take 210 for the falling and slamming. The player is then prone.FWIW, painting the warden's behavior in the best light I can (and bearing in mind that that doesn't hit him taking credit for shared kills), I have to wonder if he's trying to be more "defendery" as a reaction to your claims here that (effectively) he was a glory hound who didn't care about defending.
The two stage beholder/trap encounter sounds like a lot of fun--combined skill challenge/combat encounters are (when used as bossfights and other uncommon encounters) some of the more fun encounters in this game, and this one sounds like it worked well [although...did warlock end up being effective? Not sure whether his disabling the ward ended up ultimately contributing to the fight).
How many players do you have? Between Warlord, Warlock, and Warden, that's a lot of W's!
Edit: I have 4 players. The lineup is now as follows: Warden, Paladin, Warlock, Ranger. However, my Ranger is switching to Seeker tonight.