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1) You need not travel there alone and without your equipment. You only have to enter alone, so just dismiss the group when you are there on the overland map.
2) I cannot imagine that a paladin is too weak to carry his plate armor and weapons. There were two bags of holding available in the shops by now...if you did not, then buy them now.
3) The usual way for a melee is to kill the mobs and walk out over their corpses. You can fight them all one-on-one, too. What you need is delay poison and some healing...if you switch to low difficulty, probably not even that. The tough mob is the owlbear under the gate, the flytrap is second.
4) If you are in a tough spot, dial down the difficulty. On story-mode you can beat the mobs without trouble.
You don't want to be a wizard in that place without mobility, though :)
Not defending the quest design here, but paladins should do fine with the amount of healing they have.
Once you reach the site, the devs deliberately allow the MC to fully scout the area before anything happens, so you can map out escape routes and see precisely which types of skill checks will be required for a hasty getaway. In particular you will learn that if you don't have athletics or mobility, then you will have to either use vanish potions to stealth your way out or else you will have to actually fight your way out of the ambush under highly unfavorable terms.
After learning all of that, the devs deliberately allow you to leave the Verdant Chambers without triggering the ambush. So if you have seen that oops, I didn't prepare my MC for any soloing and am in big trouble, you can either avoid/postpone the encounter or else you can stock up on protective consumables to help you survive the encounter.
Running a STR-based paladin without athletics or a DEX-based paladin without mobility probably means you are emphasizing CHA/UMD which would then open the door to using wands/scrolls as well as potions. But if you somehow have 0 athletics, 0 mobility, 0 stealth and 0 UMD then you can still adequately prep yourself using only potions, though they tend to be more expensive on a per-use basis.
Short of having the Storyteller cast an aura of invulnerability on the MC just before triggering the ambush, I'm not sure what more the game could do to make what is intended to be an unescapable ambush as escapable as possible.