Olaf the Stout said:No kills last session Merric but I did manage to put one PC into negatives and 2 others onto 3 and 2 HP's respectively with a 7d6 fireball that managed to get all 5 party members. Unfortunately this was after the bad guys had all been hit with a 6d6 fireball from one of the Sorcerers in the party. The combat unsurprisingly ended 1 round later. Fireballs tend to do that, especially when almost no-one makes their save.
They certainly do!
As an update to my campaign: the PCs escaped!
The soulborn reached 10th level, gained the ability to bind Impulse Boots and thus perform a short-range teleport, and transported outside the door, went back to the town, hired a wizard with knock, and got everyone out.

At this point, we realised that the Incarnate could have done this at any point in the last session... in Greg's defence, he doesn't yet have MoI, and doesn't know all the soulmelds perfectly.
Of course, the soulborn did this when the group was one room away from the second method out of the tower...
Cheers!