Been thinking and I want to catch this before I continue.
Not that I know everything mind you but I believe SK that you maybe playing Toody to smart. Now a 7 INT and a 10 WIS isn't a stupid character but with the actions you proposed it seemed like he had a firm grasp on the situation (after the failed Perception check) and took in some rather good tactics to get himself into position to have your weapons within arms reach.
I surely don't want him to be played dumb it's just this time he was overly smart. If he where that INT he would have stopped when everyone else did because he knew he wasn't suppose to be there and he would have waited to see what was afoot.
Just want to get this out now so if I bring it up again I'm not drawn back to "Well this time you let him do that why not now." kind of thing.
HM
Ok. I will tone him down a bit. But it went a little like this in my mind.
. * General order: Play the role of a military pack mule in public until he has talked to someone and revealed himself. Then play the jackass.
. * Default order: defend Marshan
. * Secondary order: if Marshan ready, move to flank someone
. * Toddy was at the back of the parade, missed perception.
. * Procession stops, people argue.
Should of rolled another perception here.
. * Marshan is without his good weapons, so move in front of him to defend. The "blocking the path" made me think that they were north of the party, not surrounding. The intention was to move Toddy between the party and the thugs. The map came later.
. * Also defend the pretty girl Marshan had talked to identified as friend's daughter.
. * Once Marshan has his weapon, free to move or attack.
. * Protect professor's daughter as she is only friendly that is unarmed. At that moment, only Gregori, Kendra and the professor are in the friend category.
. * Marshan not using weapon in hand, so don't kill.
From now on, I'll throw in more mental commands as they are free actions anyways.