
Valgrim Twin-Axe |

"So our choices are topple it and set off pressure plate or come back later? What's the vote? I say topple. Traps don't scare me!"

Black Tom |

"Maybe at the same time as we're pushing the big stone away, we can be pushing a smaller stone onto the plate to keep it held down."
Vug looks around for another, smaller stone that might be suitable to the task.
Yes, you could wedge it down with a Disable Device check. Of course you'd run the risk of setting it off.

Vug Vang |

"Chisora, I bet between the two of us, we could disable this pressure plate. I think I saw you using some useful tools before that f-face started blowing; lend me some of them, and I can help, I'm sure. And F-father F-feres can say a prayer for us..."
Vug Vang takes off her heavy studded leather apron so that she's more free to move.
If Vug Vang takes 10 on Disable Device (assuming Chisora lends her some tools), that's a result of 19. With a Guidance spell from Father Feres, and Aid Another from Chisora, we could boost that up to 20 or 22. That might not be enough to disarm the trap, but I doubt we'll set it off at any rate.

Black Tom |

If Vug Vang takes 10 on Disable Device (assuming Chisora lends her some tools), that's a result of 19. With a Guidance spell from Father Feres, and Aid Another from Chisora, we could boost that up to 20 or 22. That might not be enough to disarm the trap, but I doubt we'll set it off at any rate.
You can't take 10 since there is risk involved, but feel free to boost your roll as well as you can. The trap is not overly complicated, so the DC isn't too high.

Vug Vang |

Vug Vang's dexterity mutagen lasts 10 minutes; let me know when the 10 minutes are up.
Vug lends her shoulder to tipping the stone over, now that the trap has been disarmed to her satisfaction.
1d20 + 2 ⇒ (10) + 2 = 12
"Gee...<ungh>...I wonder if someone was trying to keep something out of this tunnel...<ungh>...or keep something shut in...<urk>...or maybe this was the smallest stone they could f-find to set off the trap..."

Black Tom |

It takes you a few tries but finally you manage to topple the slab that falls with a thundering noise, raising a cloud of dust. When the dust settles you look down a 60 feet long corridor.
Curious carvings that seem to represent a stirring tempest cover the walls of this tenfoot-wide passage. At ten-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid figure with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it’s difficult to tell where it’s coming from.
A marching order would be handy, and you could also make some Perception checks.

Black Tom |

For simplicity I will assume that the monster beats Chisora's initiative, since it goes on 21. The corridor is wide enough for you to be in double file, so I'll assume you are. The monster is 15 feet ahead of Urg, hiding in an alcove. I hope we'll do without a map (or we'll whip one up).
To you it looks like one of the statues has suddenly grown a pair of eyeballs staring evilly at you, but on closer inspection they are connected by some sort of twiny muscles running around the statue's neck.
Urg needs to make another Will save as the creature shoots a magic ray at him from the eyeballs. Then you are up.

Valgrim Twin-Axe |

"Being attacked by eyeballs??" Valgrim moves up 15', drawing his waraxe as he moves, and swings at the eyeballs, catching mostly the statue.
1d20 + 6 ⇒ (2) + 6 = 8

Black Tom |

I have a feeling that this monster looks quite a bit like the Flying Spaghetti Monster.
Knowledge (dungeoneering) 15:

Bubluka |

Bardic Knowledge - Knowledge (dungeoneering) : 1d20 + 2 ⇒ (19) + 2 = 21
Bubba recognizes the monster form an old book he read, and starts to loudly lecture his comrades:
"That is a creature known as a Lurking Strangler, do not be afraid! It is distantly related to the fearsome monster called the beholder, but is much less powerful. Its eye-rays will scare you or put you to sleep! We are more than a match for it. Kill it!"
Inspire Courage, +1 Attack and damage rolls and +1 saves against fear.

Friar Feres |

Feres looks upon the strange creature in amazement as he listens to Bubba's words. "I don't really have anything that can affect it from back here," the stout priest thinks to himself. "And if I move up I'll just get in the warriors' way. So let's see how that thing likes getting wet!"
With that thought, Feres calls upon the power of Sarenrae to summon two gallons of water to appear directly above the creature, subsequently drenching said creature.
Cast Create Water to irritate the lurking strangler - maybe that will make its tentacles too wet to effectively grapple?

Black Tom |

Chisora delays.
As the creature is hit by the conjured water it is obviously disturbed and mysteriously flies into the air (it has no wings but seems to be levitating of its own accord), backing off enough to shoot a ray at Valgrim while keeping out of his reach.
Valgrim needs to make a Will save vs 13. Dwarven bonus applies as does the bonus from Bubba's speech.
Then you are up again.

Vug Vang |

"Wait, don't -- oh, not you too, Valgrim!"
Peeved, Vug throws one of her special explosive concoctions at the eye-thing.
touch atk (w/ PBS & inspire courage): 1d20 + 8 ⇒ (4) + 8 = 12
dmg (w/ PBS & inspire courage): 1d6 + 5 ⇒ (5) + 5 = 10
splash damage = 6 (DC 13 Ref save for 1/2)

Friar Feres |

Seeing Valgrim succumb to the fearful gaze of the strange creature, Feres hefts his scimitar and shield and, with a cry of "SARENRAE!" charges to attack.
Attack (Charge): 1d20 + 1 + 1 + 2 ⇒ (13) + 1 + 1 + 2 = 17 (assumes that Bubba and Vug are not standing between Feres and the creature)
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Note, Feres' AC will take a -2 penalty until the start of his next turn, so AC 13.

Bubluka |

Bubba throws a tab of butter on Father Feres and continues his speech:
"The Lurking Strangler also possesses an eye-ray that will put you to sleep. It will then try to strangle you with its tentacles, but do not fear! You're slippery coating will make it difficult for the creature to hold you."
Casting grease on Father Feres giving him a +10 bonus to CMD to resiste grapple or Escape Artist to escape it.
He then moves behind Father Feres to try to get in whip-range of the creature.

Black Tom |

Chisora delays again.
Vug's thrown concoction goes wide but does spatter the creature somewhat. Then Friar Feres deals the creature a crippling blow with his scimitar, leaving it in tatters. It retreats, blasting Feres with a Sleep ray (Will DC 13).
Then it's your turn again.

Black Tom |

The fear effect still lasts I'm afraid. And to be clear the creature only retreated 5 feet, or it would have drawn an AoO.
You are right about Bubba. He would have seen that the creature was badly hurt. So I'll let you redo your action.
Bubba, Feres and Chisora can still act in the current round.

Friar Feres |

Friar Feres deals the creature a crippling blow with his scimitar, leaving it in tatters.
"The Lurking Strangler also possesses an eye-ray that will put you to sleep. It will then try to strangle you with its tentacles...
"Wait! Wha-?" Feres begins to ask in alarm.
It retreats, blasting Feres with a Sleep ray.
Will Save: 1d20 + 6 ⇒ (3) + 6 = 9
CLANG! "Zzzzzz..." Feres' scimitar clatters to the floor as the stout priest slumps down, sound asleep.

Black Tom |

Chisora's arrow hits the thing and puts it out of its misery. Urg and Valgrim return a little shamefacedly and you can wake Feres.
Continuing your explorations you find that the corridor ends in a large room (40 feet square). The middle 20*20 feet is filled with a dull gray stone pillar that reaches from floor to ceiling. There are two visible exits: halls extend to your left and right.
To your right there seems to be some sort of orange sludge on the floor, looking not unlike vomit and covered in brown mold in patches.
Knowledge (dungeoneering) DC 17:

Chisora |

Keeping her bow out, Chisora remains at the rear and wonders why everyone has stopped. After peering forward, she wrinkles her nose and goes back to watching back down the corridor, trusting that Vug will collect any samples she wants and deal with the foul substance accordingly.