Geoff Watson said:It wasn't just three hours; it was three hours after you said "we're nearly finished".
And the fact it was ~40 degrees yesterday and humid probably didn't help either.
Grappling wouldn't have worked; nobody had improved grapple, and the bad guy would most likely have won the opposed roll; anyway it doesn't stop spell-like abilities.
You know, now that I think of it, you guys have never used grappling, ever since that first encounter with the bloodmage with a stilled harm....

Piratecat: We've got enough villians that got away already.
How many is it now? There was Mordax, the guy who got blinded, polymorphed into a bat, and flew away; Varimer and Enchilios, although they weren't really "bad guys"; Dormand the bloodmage, he who hates being called Doorman (twice); Mariah, after killing Ronin; a demon underneath the bloodmage tower; the ninja hit squads (twice); Altin, the bloodmage/archmage; and now Faerinel the fallen ghaele. That's quite a few.
I think I have a reason why the next guy won't be teleporting away, though. Assuming you guys do what you said you were going to do at the end of last session.
Monsters with healing isn't usually a problem, as unless you use 3.0 heal, it's rare for healing in combat to heal much more than you take. D-dooring away, healing, then returning was more of a problem - maybe you should have had her stay away after her first retreat. Maybe a hint for us to rest up before doing the ritual (but we thought we'd defeated all the guardians, and thought we had to do the ritual ASAP).
Well, that was true. If you'd waited, the entire island would have been overrun by those shimmering waves of death energy. Although I have to admit, my main motivation was to ensure that the fights beforehand, whose purpose was basically to drain your resources, didn't entirely go to waste.

More info on the fight, for the peanut gallery:
The stock MM ghaele doesn't have any armour, which struck me as weird, so I gave her a chain shirt. That alone bumped her AC up by 4. Then she hit the group with a blasphemy, which dropped their Str by 6 (and thus attack bonuses went down by 3). She was also juiced up on divine power, divine favor, bear's endurance, greater heroism, and magic vestment. The thing is that ghaeles, unless juiced, are fragile indeed, only having 65 base hit points and an AC of 25. Numbers like these make for a short lifespan for a CR 13 creature.
The high stats are mitigated somewhat by the fact that I use a hero point system IMC. Spending a hero point lets you add your character level to any one d20 roll, or to AC vs one attack, or to one save DC; most of the PCs had 2-3 hero points for this fight. Because of this, they still managed to keep scoring hits and breaking through SR. Perhaps they could have made better use of these hero points, though.
It was made tougher by, as Geoff said, the PCs having had a couple of fights beforehand. These fights were pretty easy, but did have the effect of draining spells from the healer and the sorc. Also one of the players couldn't make it, so they were down one tank fighter/barb. If he'd been there, it's possible they could have taken the ghaele down before she managed to blink out.
There were a number of pretty cool stunts: the healer used magnetism to disarm the ghaele's greatsword (although she just switched to spells, and then took the sword back); and the sorc used touch of idiocy to drop the ghaele's Wis by 3, depriving her of all her big boom spells (mass inflict serious, fire storm, plane shift, slay living). It just took a _long_ time.
The players are not complaining. They're a great bunch of guys, and they take the good with the bad. Even so, it wasn't hard to notice the general glumness at the end of the session.