Obtain head, seat it properly. Obtain gnome, huck it at the robot as hard as possible. Obtain greatsword, charge the robot with greatsword (and try to dodge missiles).
(6)(5+4) (6-2)
Sticking your head back on, fine. Picking up yon gnome, fine. But as you throw the gnome, you realize that the ability to throw booming spirals with footballs doesn't equate to being able to throw people properly.
Never mind. The gnome is a clown, right? Clowns know how to tumble. You hurtle Gnwbimbar towards the robot, and then get on your metaphorical horse yourself, chugging away. Xin is still long distant from the robot when the rest happens.
If this interrupts Gnwbimbars planned action, he shall use his tinkering skill to find flaws in the robot's design instead.
Gnwbimbar manages to stick the landing and fall unharmed, bouncing twice before stopping, feet on the ground, hexapedal robot not far away. He then examines it closely, pulling out a monocle from nowhere and muttering under his breath.
(2+3)
It's a big metal box. No style to it. No beauty. Just lumps of metal slapped together into a utilitarian form. And it's way too big for proper gnome work.
Unfortunately, such utterances take up time, and Gnwbimbar is too affected by the utter depravity of this metallic creation to properly find the weak spots. The legs, maybe?
Terinas jams her spear into the gap in an attempt to off balance it.
(Automatic hit) (10+4) (6 vs 1d12+8, 19) (10 vs 1d12+6, 7)
The spear goes in easily enough, but scatters against something inside the rent, doing little damage. Immediate damage. It didn't destroy the leg, but it did hit something, and it did widen the gap. The application of more brute force works the second time, tearing the rent further and revealing some kind of rotating ball-thing deeper inside. Slamming the spear in again causes a nasty screeching sound, something tears loose, and one of the six legs is disabled. Metal continues to screech as the ball thing tries to rotate in a stuck manner, and blackish oily blood begins streaming out from the hole.
Steal a missile. Pluck it right out of the firing tube. It'll be fine.
(4+1)
Nope. The missle won't come out, not even when Noodles sticks a tentacle deep into the hole. It can be touched, and it can be shifted.. a little, twisted a bit, but there is no leverage for removing a multi-hundred pound missile from the slot from this angle. One tentacle isn't enough to do it, clearly, and Noodles isn't quite suicidal enough to stick most of his body in front of the business end of the missile launcher.
Instead of firing again, the small ready lights illuminating the missile tubes go out, and the open racks close back into the metal. Noodles, fortunately, withdraws his exploring tentacle before it gets caught in the edge, as the missile racks close back into the unblemished topside of the hexa-bot. It then, with one useless leg, begins turning around and walking slowly towards the concrete square and elevator, metal continuing to screech from the disabled joint. It is still paying no attention at all to Noodles, who is riding it, and Terinas, who caused significant harm with those last strikes.
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Wounds: 0/3
Defenses: 5/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 8/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently tinkering/crafting.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards. Change currently used.)
Wounds: 0/3
Defenses: 4/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Currently wearing his pants on his head. Oddly, this isn't affecting anything due to the strange peculiarities of Gnome Humor.
Talents: Berzerker, (+1 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 7/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 1/4 (No combat effects at this time.) 4 difficulty wound, +2 for medical care.
Defenses 5/7
Weapons: Trident, +1 to combat.
You have three mules with you acting as pack animals. As long as they are alive and present, there is no need to worry about food and water.
-Lizardman's Greataxe
Usable by Xin and Terinas. Not a stabbing weapon, unfortunately.