What the hell happened? RHoD (spoilers)

Uh, I thought druids are all about buff spells and battlefield control spells. What DID this lich have?

Also, what was the level distribution? It had to be, what 10th level at least? Blighter might have blunted it's spells and whatnot.

Did it have animal companions since it's a druid, possibly undead ones since it's a blighter?
 

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This is what I had available (CL 11th - I hope this isn't a violation of any rules or laws):

Flame Strike
Rusting Grasp
Dispel Magic
Poison
Stinking Cloud
Flaming Sphere
Heat Metal
Resist Energy
Warp Wood
Bane
Burning Hands
Doom
Ray of Enfeeblement
Detect Magic
Ghost Sound
Read Magic
Touch of Fatigue
 

When we fought against him, it was the Ghostlord, plus 4 of his ghost dire lions. The Ghostlord showed up with antilife shell on, and we only managed to kill him because of a nat 20 on a dispel magic to knock out the antilife shell. Then the raging barbarian ran up, power attacked for a bejeezus amount of damage, and then failed a save against harm, killing him. I had applied 'ghostblight' or something like that to my bow, which gave it ghost touch for a few minutes, and was busy hammering the ghost lions with arrows, since DR 15/magic and bludgeoning is pretty damned tough to beat with an arrow.

Then the cleric ran up, used the Staff of Life we'd gotten from Vraath Keep, and healed the ghost lord for 55 points of damage. The lich flamestriked, killing an NPC and nearly killing our wizard, then retreated. We chased after him, and eventually our dragon shaman took him down with repeated breath weapon attacks. By the end of it, though, we'd run through nearly everything everyone of us had.

I don't know why your lich didn't have antilife shell. Maybe our GM scaled ours up?
 

I sensed ahead of time that he was going to be a creampuff so I made him a swarm shifter (could transform into a swarm of undead beetles) and also built a network of small tunnels to different sealed-off rooms. He had to retreat, in swarm form, for a few rounds, while ghost lions kept the party busy, but in the end he came back, healed and buffed, and still got taken down fairly easily.

I also had the ghost orb act as a scrying device to let him scry anywhere in his lair. I can't remember now if that was in the module or not, but he was not surprised when the PCs showed up, and he was ready for them.
 

There seems to be a lot of DMs who buffed this guy up...

Oh well. I took the designers' advice. I personally earned "DM XP" for next time!
 

No buffing here. I had him make a deal with the PCs. They never really fought him, though he did threaten them and they balked at stepping up to try and take him out. They were also getting good and hammered by the ghost lions so they felt things could only get worse.
 

My guys communicated with the lich ahead of time, so he was expecting them, knew they had the phylactery, and was motivated to assist. They were following the ghost lions to meet him when the Red Hand minions fog-clouded the first room and sicced the bonedrinkers on them. (I know there's nothing in the module about the clerics being able to control the bonedrinkers, but what's the point of making them if the only person who can control them is the guy who's being coerced?) While the party dealt with those, the GL - fetched by the ghost lions - strolled in and basically took out the Red Hand guys by himself by casting Stinking Cloud into their room and then siccing the ghost lions on them. He then asserted control over the bonedrinkers and started giving orders to the party. (It was a lot less tidy than this, of course.) Both sides fulfilled their bargain and the party departed, but they plan to return and destroy his evil when they're a little more at leisure - by which time, he'll have an undead behir, more bonedrinkers, and some undead Red Hand minions to supplement his ghost lions, heh heh heh.

In my experience, the thing that makes module badasses into pushovers is treating the module as a fixed thing rather than a fluid one. Bad guys should be assumed to keep tabs on their own territory and respond appropriately to threats, regardless of how stupid the module assumes them to be. The GL has ghost lions all over the place. They should keep him apprised of events. He should also get Listen checks during the combats leading up to this confrontation.

Once he knows he's got a situation, think about things from his point of view. He hasn't survived this long without learning the value AOE spells like Stinking Cloud, numbers, and teamwork. Any adventuring party is a threat to any single opponent, just because of number of actions per round. His overconfidence, like the overconfidence of your party, is based on a sound appreciation of his own capacity to deal with people before they can deal with him. It's not bad roleplaying of an overconfident individual to let him play smart and keep them at arm's length, if these are likely to be the tactics that have worked for him before.

So - before the party knows he's aware of them, Resist Fire and armor up. Before he enters the room, in whatever order makes most sense to you - Dispel Magic (to get rid of those pesky curing wands), Heat Metal, Stinking Cloud, Bane, Doom, Ray of Enfeeblement, possibly Warp Wood if they have bows and staves, and Flame Strike, possibly supplemented by Ghost Sound to deceive them about where all these spells are coming from, and supplemented by attacks from (at least) the ghost dire lion listed as being in the Shrine of Blight.

Depending on the point at which he becomes aware of the party, misleading them into the Pool of Life or into the ooze pit are also good defensive measures.

Sounds like your party needed a decisive victory, though, so I wouldn't sweat it. This'll be good for their morale.
 


I think you've figured out by now what mistakes you made.

One last thing to keep in mind: Overconfident villians never reach high levels of power.
 


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