Once the creature is stuck, jump on the chair, then the table, and use the dishes to climp further. Jump on the lantern, swing on it and jump to proceed. Go past a group of visitors and approach the end of the long table. On your right there will be a stool, blocking your way - move it and proceed through the gap.
Light the lantern, then lift the dwarf and squeeze it. Return to the large table, jump on the chair and then the table. You'll have to navigate the space between the creatures without getting caught. Use the aformentioned technique (sprint + jumps) to move too fast for the quests to react. At the end of the table, climb a crate and use it to jump on a ladder.
Go up, jump on the chandelier and further, on the balcony. Jump on the bench and through the railing. Sprint to the left avoiding the beasts. Jump on the plank, and from there on the lantern. Swing on it and jump to get to the other side.
You'll be back at the dining hall. Proceed to the left... and once again one of the guests will give chase. Sprint to the right and through the gap. The creature will be stuck - jump on the chair and across the back of the creature, back to the other side. Run to the left and make a last second slide into another gap to get away.