[sblock=Rolls]
Ceryx - Diplomacy Check - 1d20+2 = 3;
Gowl - Kn: Dungeoneering - 1d20+5 = 6
Two natural 1's

[/sblock]
Mikara's plea to the crowds more baser natures proves to be a success, many of the sailors as well as men (and a few women) from the inner city start moving toward the arena, one or two of them receiving swats from their wives.
While Skalisss; still bathed in purple flame draws the ears of many in the crowd to what Ceryx has to say, the quiet deva is nervous about addressing such a large body of people and fumbles over his words.
Growl tries to remember some of the most fantastic beasts he has heard of in tales or met in his adventures that he could say are in the
TURTLEDOME! to wow the public, but fails to think of anything more spectacular than the creatures that have plagued the wildlands around Daunton for years.
Brother Shane steps smartly to the front and relieves Ceryx's obvious discomfort, his words sink into the mob psyche.
The lure of patriotism coupled with Mikara's promise of beautiful women finally breaks the tide, and hundreds of Dauntons citizens start rushing toward the arena entrance, each desperate to get the best seats before they sell out.
Skill Challenge S2: Crowd Corral (lvl 1) DC 18 (5 successes so far)
The party must herd as much of the loitering public into the TURTLEDOME! as they can. The more new customers the party can provide the easier it will be to arrange a handsome reward from Mr. Pinch.
Segment 3: Herd Them In (Physical)
(check the skill challenge rules in my OP to remind yourself which skills to use and special actions you can use)
The great mob of people that the party have convinced to go to the
TURTLEDOME! are all trying to get in at the same time, the party must get them flowing into the arena smoothly, ensuring that nobody sneaks through without paying and no fights break out over tickets.