Hp - officejet pro 6978
Harry Potter Fanfiction
2011.10.25 22:38 CatholicGuy Harry Potter Fanfiction
A place for Harry Potter Fanfiction
2016.04.30 18:13 Harry Potter Casting
Pictures depicting potential character models for the characters of Harry Potter.
2018.03.09 19:27 deanpress High Performance Blockchain
High Performance Blockchain's hardware accelerator brings users low cost, high-throughput, on-chain transactions and provably random numbers in an easy-to-use package that supports the Ethereum Virtual Machine (EVM).
2023.06.02 06:16 sonicexpet986 Homebrewed Shadow Demon - Open to Feedback
Whipped up a Shadow Demon for an upcoming one-shot, meant to be a boss monster for a 1st level party. Here's the stats:
A malevolent being of winged shadow and claw
AC 14, HP 20, ATK 2 claws +4 (1d8) or darkness, MV near (fly), S +1, D +4, C +2, I +0, W +1, Ch -1, AL C, LV 4
Darkness. Extinguish all light sources within near.
Creature of darkness: While in total darkness, only damaged by magical fire or light attacks.
The plan is for the party to encounter it in a summoning pit, where 4 sconces hang on pillars in the room. Lighting all 4 will give the shadow demon disadvantage on attacks for the remainder of the fight .
submitted by sonicexpet986
to shadowdark [link] [comments]
2023.06.02 06:14 zartes Convergence Manifesto - I've run most of it. I have notes
at the start of the year, I decided I wanted to run a campaign for some friends, and to save myself some effort, I thought I would run a pre-written game. I looked up Eberron adventures, and the convergence manifesto looked like it would suit the quick, very-slightly-casual-ish campaign I wished to run. While I haven't finished the campaign yet, I want to write out some thoughts about it.
WHAT FOLLOWS WILL SPOIL THE CONVERGENCE MANIFESTO CAMPAIGN. DON'T READ IF YOU INTEND TO PLAY IT.
ALSO, PARTS OF THIS MIGHT NOT MAKE SENSE IF YOU HAVEN'T READ OR RUN THE ADVENTURES BECAUSE I'M BAD AT EXPLAINING THINGS.
To start with, I'd like to say that some of my criticisms of the campaign are probably problems with me. I have focus issues, and I'm a picky perfectionist, and to be fair to all the writers involved, they have done better jobs than I would in their shoes.
A note on my group: our party consisted of a human wild magic sorcerer (ex-skycoach driver), human wizard (aundairian expatriot), a gargoyle barbarian (used the rules for a Hadozee), an eladrin eloquence bard, and a goblin rogue (retired Conquerer champion looking for something new to do)
The Campaign As a Whole:
The premise of the Convergence manifesto is that Nigel Faurious, Provost of Morgrave university, wants a bunch of relics that are each attuned to one of Eberron's planes. Each adventure is a mission to some location on Khorvaire to retrieve or create such an item.
Each of the adventures is written by a different author, and as a result I think they vary pretty wildly in quality.
Adventure 1: Fired and Forgotten.
Synopsis: PCs go through hazing ritual to join adventuring guild in Sharn, get sent to pick up bespoke Fernia-linked magic item from a forge in the Cogs, discover forge has been shuttered due to warforged workers protesting - they have to convince the owner to be less of an ass. Then Daask show up.
This one was good! A strong start. Everybody enjoyed the hazing ritual, and I decided to use the optional NPC with the aberrant dragonmark manifesting (for reasons I'll explain further down). The warforged union situation was a very good introduction to what is special and different about the Eberron setting. This might be an issue with me as GM, but I found that the PCs dealt with the non-combat parts of the adventure VERY easily through use of skills and illusions, never thought about leaving the immediate vicinity of the forge (and thus missed some content), and I felt kind of bad having the forge owner not immediately cooperate in the face of 20+ results on Persuasion and Intimidate.
The daask Ettin bruiser being toned down for a bunch of level 1s was a very nice touch, but throwing that at the players right after the fight with the mephits made that bit rough.
Adventure 2: Live Another Day
Synopsis: PCs get air-dropped into Droaam so they can find a hidden valley with an Irian manifest zone, so they can charge up a crystal. On the way they may encounter some ogres, have to navigate a hidden set of tunnels, and then on arriving discover a clan of harpies is living in the valley, as they are persona-non-grata in Droaam. When Droaam monsters follow the PCs into the valley, they have to fight them off before the harpies will let them complete their mission
So, slight issue with this one, probably unique to my party - the adventure calls for a lot of Survival rolls for the overland travel and nobody in my party had survival. They were a bunch of city-slickers. Seemed a little odd the adventuring guild picking the party to do this.
While the adventure was somewhat rail-roady, it at least makes sense in that the PCs are following in the footsteps of a prior explorer. My main issue was the last portion - once the PCs get to the valley, there will ALWAYS be Droaamite monsters on their heels. Firstly, this discounts the possibility that the party had been religiously using Pass Without Trace or doing other things to make them untrackable. My party didn't, but a party with a ranger and/or druid might have. Secondly, the fight as written is a bit boring. It's two Gnolls. Two gnolls shouldn't be a threat to a clan of harpies. Once the gnolls are dead, three goblins show up. After that, two half-ogres show up. You can optionally add some more scenes fighting gnolls and chasing anything trying to get away. I revamped the fight a bit by making all of these fight scenes one long drawn-out battle with reinforcements arriving, and I re-contextualized the Harpies wanting the PCs to fight the monsters without their help - the Harpies could probably run rings around the ground-based humanoids, but the Harpies both thought this was the PCs fault they were here, and didn't want to show themselves in case any stragglers got away to report on the Harpies' presence.
Weird thing my party did: when they encountered the ogres at the start of the adventure, the group came up with a plan to pretend to be fellow Droaamite monsters if they failed to sneak past - they then snuck past the ogres without any issue, and were disappointed that they couldn't use their disguises... so they used them when the encountered the harpies, not knowing the harpies were enemies of Droaam. This very nearly turned into a combat situation, but the bard managed to talk everybody down and explain why they had been lying.
Adventure 3: Rime or Reason
Synopsis: Nigel sends PCs to Icewhite island to get a Risia macguffin after another expedition failed to return. They have to contend with a blizzard, find a tower of ice in the middle, and defeat ice monsters, a puzzle/trap, the possibly backstabby survivors of the failed expedition, and then deal with the tower collapsing once they find the item.
Some parts of this one were good - my party really seemed to enjoy trying to find a solution to get through the blizzard despite their lack of survival skill proficiency. Two of the casters were constantly casting prestidigitation to keep the Constitution 8 rogue from succumbing to hypothermia, and even then it was a bit touch and go.
Now, I had some issues with the ice tower as presented. First, the adventure says it's an ancient dwarven ruin, dating back to when the dwarves came down from the Frostfell. Personally, that didn't make great sense to me - why would you willingly make a building in a risian manifest zone? The whole of Icewhite island is freezing cold, and the manifest zone is worse.
Second problem - there is door, with a puzzle. The puzzle is so easy that I worked out the answer the instant I looked at the handout at the back of the adventure, before even reading the description - there are four columns of symbols (a book, scroll, wand, potion - again, not terribly dwarf-y?), and each symbol rotates a certain number of octagonal faces from one row to the next, and you just have to make the last row match the pattern. If you mess it up, it will spring a trap that will potentially either tickle the PCs a little, or cause a TPK if they're messed up from any prior fights because anybody reduced to 0 HP by the trap is frozen solid until freed by greater restoration, which no PC at this level of adventure will have.
Third problem - the tower is only four storeys tall. As described, it more cube-shaped than tower shaped. Also, as described, a PC with misty step standing on the shoulders of another PC of above average height could potentially teleport to the top of the tower and avoid 50% of the adventure content.
Fourth problem - the top of the tower is described as a garden made of icy plants... which doesn't make sense with Risia's canonical loathing of life.
my fixes: I changed the backstory of the tower, rather than being a dwarven relic, it was an Aundairian Magical Congress research facility, set up during the war to try to draw weaponizable power out of the Risian manifest zone - a wizard tower felt more right than a dwarven one. I then changed the solution to the puzzle - the symbols still had to be rotated, but what columns they were in had to be swapped, to represent the Congress sharing magical knowledge. I had the other expedition that was there explain they had tried the obvious solution and it hadn't worked. I also made the tower taller, mostly as an aesthetic thing, and so that the stand-on-shoulders-and-teleport trick only got the party Eladrin up to a balcony, rather than the roof. I kept the set-piece of the tower collapsing, saying that the magic the Aundairians had been trying had kept the manifest zone coterminous and removing the macguffin broke the spell holding the ice tower together.
Adventure 4: Living Legend
Synopsis: the party goes to Darguun, hunting a legendary hobgoblin hero. They get to see the fact that bugbears take slaves, follow a guide to a Thelanis manifest zone, and undertake several trials to prove they are worthy of claiming the hero's weapon to bring back.
So... the premise is cool. The execution is anything but
Even setting aside the fact that some parties might get entirely side-tracked by fighting slavers, the issue I had was that the trials in the adventure didn't seem to really key into the fact that Eberron goblinoids are supposed to have some different and interesting cultural mores.
The trials aren't bad, per se, but they don't feel goblin-y at all.
Worst of all, though, there is a Hobgoblin you encounter during the trials who is one of the Dhakaani fallout-vault people who is set on passing the trials to claim the weapon herself. As written, she is quite easy to befriend, will readily tell the PCs that she is from a hidden vault of survivors of the goblinoid empire, and if they DO befriend her, doesn't leave the room she's in despite the fact she's here for the same cultural relic the PCs are. WHICH FEELS INSANE. Every bit of canon and kanon lore I've encountered about the Dhakaani suggest that they distrust non-Dhankaani at best, and outright loath them at worst, and are trying to keep their presence secret. She should be either fighting to the death or keeping her origin secret then betraying the PCs, or not here at all.
Between the un-goblin-ish trials, and the insanely cooperative yet unhelpful NPC, this one needed the most fixing to satisfy my tastes. As I didn't have the time and brain juice to do that before the session, I decided to skip this adventure, and have the PCs collect a Thelanis macguffin as part of the later adventurer where they go to a Feyspire (adventure 12: Lost in Dreams).
Adventure 5: Perfect Timing
Synopsis: PCs get on a lighting rail intending to jump off it as it goes over a bridge, so they can appear in Daanvi to acquire the macguffin. twist: there's emerald claw terrorists on the train, and one of them has stolen the thing the PCs need to get into Daanvi, intending to go himself. Once in Daanvi, it's a race against the Emerald Claw guy to fill out all the paperwork to get the macguffin first
So, over-all, this one is really good. The premise is good. Situation is hilarious. It's very Eberron
Minor issues: the train has SO MANY COMBAT ENCOUNTERS. the PCs start at one end, and have to fight their way to the other, with one fight in every single train car, one of which is purely due to a misunderstanding. It took two sessions to get through the train half of the adventure, and that is with me having skipped two of the fights. In hindsight, I would have maybe also varied the stats of the enemies a bit more.
Also, while I comprehend the drama of having the thief jump out of train with his accomplices during a fight, this presumes the PCs don't kill every single one of his accomplices. I had to pull some shady DM shenanigans to get the guy out of the train in one piece, and give him new allies to help in the final battle at the end of the paperwork race.
My players enjoyed this one a heap, but one did comment that he thought it should have come later in the campaign, as it was such a departure from the others.
Adventure 6: Night's Gambit
Synopsis: PCs have to infiltrate Fort Bones in Karrnath and steal a mabaran macguffin from under the nose of the military there.
Another really good one, although not without it's issues. The adventure presents interesting characters in the form of the fort's up-tight commander and relatively chill head necromancer, a timeline of what they will be up to at various times of day, and has options of all kinds of approaches: sneaking in, joining up with what is basically the Karrnathi Foreign Legion, or acting as bodyguards for a visiting inspector. I loved that it gave all these options.
my only complaints were that the timeline was a little hard to make sense of as presented, and the map of the fort seemed... a bit too small and simple for the facility as it's described. I feel like you'd expect one of Karrnath's most important border forts to be at least a two-storey building (I fixed that by describing the fort's upper levels as being still under construction after the last time it was sacked).
How my party handled it: so, my group aren't terribly sneaky on the whole. They also do not look like adventurers - to glance at, they are a Gargoyle, the hottest and floweryest elf you've ever seen, a depressed cab driver, the least magical aundairan wizard ever, and a goblin grandmother. So they couldn't really sneak in, wouldn't blend in as recruits, and I felt wouldn't really be the kind of people the inspector would hire as bodyguards....
...so they decided to BE the inspector. Eladrin lady was the inspector herself, gargoyle got dressed up as weird undead bodyguard, aundairian wizard was silent note-keeper, grandmother was a servant, and cabbie became the coach-driver. The group arrived a day early ("surprise inspection"), and were given a tour of the fortress. They executed everything perfectly. In the end, the only fight they had was an ambush on the necromancer in his own bedroom at 3am, wherein they beat him senseless, put him to sleep with a spell, and healed him back to full HP, so when he woke up in the morning he had no physical proof that anything had happened and was questioning his own sanity. They even fashioned a replica of the macguffin (it's a conqueror piece - the goblin rogue had her own set, which the wizard imbued with some necromantic energy), so the alarm wasn't raised for several hours after the PCs had left the fort.
Adventure 7: The Silvered Edge of Twilight
Synopsis: PCs go to Thaliost to pick up a Lammanian macguffin from a silver flame priest - when they get there, it's been stolen. They do some investigating, track the theives to the railway station, and chase them down to the Eldeen reaches where they fight Ashbound druids and lycanthropes.
Kind of middling adventure - nice premise, but very railroady. For starters, there's an NPC (who I edited out) who gets sent with the PCs for all of the investigation portion who basically seems to exist to keep them on track and/or provide lore about Thaliost and also to force them into a fight they might otherwise be able to avoid. Even outside of that, the investigation seemed a bit being-led-by-the-nose, although maybe that came down to how I was running it.
The issue, for my run at least, was once they were on the train. As written, the PCs need to track down the missing item on the train - it's written with there being a few red herrings as to who might be the thief, but it's a magic item. I have never seen a group of PCs who didn't have access to detect magic, so my PCs just bypassed all the red herrings with a single spell.
Next, there is supposed to be a set-piece fight where the were-tiger with the item jumps off the train, and leaves here were-rat minions to fight the PCs. I can't really criticise the adventure writer for not forseeing what my PCs did: the eladrin bard walked scootched up to the were-tiger, went "hey, I gather you're a nature-themed terrorist? I am too! I hate civilization. Can I tag along and then borrow your item when you're done with it? Also are you single?" and then rolled a 27 for persuasion.
The PCs came along and jumped the lycanthropes a day later. To be fair, the adventure never explained how the were-tiger was supposed to get to the final battle before the PCs as she jumped off a moving train and is slower than it is.
Adventure 8: The March of Madness
Synopsis: PCs go to an ancient dungeon in the Shadow Marches, go on a vision quest before being allowed inside by the druid guardian, and then have to contend with/repair the wards inside the dungeon before they can get their Xoriat macguffin. Depending on how it plays out, they may or may not end up accidentally killing an ancient orcish guardian inside the dungeon, and may or may not be betrayed by an insane warlock.
The adventure is very solid, great even. The map that comes with it is... very uninspiring, so I re-mapped the dungeon and added a bit of extra flavour to one room (there's a weird trap that doesn't make much sense, so I made it a weird manigest zone effect rather than a deliberate thing), but that is basically the only changes I made. 4.5 stars!
Adventure 9: Weathering the Storm
Synopsis: PCs get sent to the Lazaar principalities to receive a Kythri macguffin that is being imported. Ship doesn't arrive, investigation leads to sky pirates, which in turn leads to an attack on a skyship.
So, again, really nice premise. Some issues with the execution, though - see, the synopsis in the adventure itself makes reference to the Chaos Fleet, a concept introduced in 4th edition, where there was a pirate fleet in the principalities that were basically Davy Jones' crew from Pirates of the Carribean, if they went all elemental-y rather than all fish-y.
Except, the Chaos Fleet never actually show up in the adventure at any point. All the opposition in the adventure is Wind Whisperer pirates. ALL of it. Literally, it's only the one statblock for everybody except the final boss.
my fixes: when the PCs are inspecting the wreck of the vessel that had their macguffin on it, rather than Wind Whisperers returning to the scene of the crime, I had a Chaos fleet ship turn up chasing the scent of the macguffin that they were lusting after - I used weirds from the Ravnica book, and some mephits. After that, I fed the PCs info of sightings of Chaos Fleet ships chasing after a skyship in the heart of a storm - the Chaos guys I described as not usually a threat because they're terminally incapable of cooperating with each other, but this was concerning because the Wind Whisperers seemed to be trying to use the macguffin to draw all of them into their wake and then force them into Regalport.
In the adventure as written, then PCs are airdropped onto the macguffin-holding skyship with some friendly Regalport sailors to help them (and to keep the fight against the Wind Whisperers manageable). I gave the wind whisperers some more variance in statblocks (scounts, thugs, deck wizards from ghosts of saltmarsh), and had the ship under attack by elementals at the same time, rather than give the PCs allies.
I also had the aberrant dragonmarked NPC from adventure 1 show up in Regalport, saying she had been given a grant by Nigel to continue her studies somewhere other than Sharn.
Adventure 10: At Death's Door
Synopsis: PCs sneak into the upper level of the Lair of the Keeper to get a Dolurrh macguffin while the (alleged) Keeper is out having a meeting with some minions. It's a dungeon crawl.
This is the best one. Almost every encounter can be fought or talked through (with varying difficulty). The Rakshasa is great. The demon and the bodak are great. The Orcs are great. I loved it. No fixes. No notes. 5/5 stars.
This is as far as we've gotten at time of writing. I'm currently gearing up to run A Heart in Mourning, and am running into some of the same issues as Rime or Reason - the adventure site feels too small, the approach to it a bit too rail-roady due to being a tower, combined with the fact it doesn't really feel like it's Shavarath-ish enough. Also, ending with a collapsing tower seems repetitive at this point.
I need to read Lost in Dreams in more detail. It looks complex, so I'll report back on that one.
As for the last adventure - a read-through revealed some really neat set-piece fights and the stupidest twist I've ever \***ing heard of*. As written, the adventure reveals that Nigel Faurious has secretly been... a gnome woman from zilargo who the PCs have never heard of and who wants revenge on Sharn for her sons dying in the War.
I at least have a fix for that: Nigel Faurious is... actually Nigel Faurious. Nothing secret going on there. He came to Morgrave university in his 20s in hopes of studying to help his fiancé - the fiancé had an aberrant dragonmark that meant they would create spontaneous manifest zones temporarily. One day they had a bad flare-up, and got killed by a mob, just like the NPC nearly is in adventure 1. After that Nigel as spent the last 20 years trying to reverse-engineer the manifest-zone creation effect with the intention of destroying the city that killed the love of his life.
Thanks for reading all this way, I know this has been a really long post. I appreciate the effort.
submitted by zartes
to Eberron [link] [comments]
2023.06.02 06:14 zoe_in_wonderland I think I’ve used my luck for a year or 2
2023.06.02 06:05 MrsAllHerShots Errors! at the Pre-Release Event
2023.06.02 05:41 Inevitable_Bust_0303 Picked up Comic Covers 5 Spider-Man, 25 Spider-Gwen and 26 Wolverine to bring my Comic Covers to a total of 31.
2023.06.02 05:41 TheRealPdGaming Stage V Cards - Boston Breach - T12 (@GGBreakingPoint)
2023.06.02 05:24 spagaarti Negative Boxes?
2023.06.02 05:23 Elevated-Hype Really struggling with the QBD, any tips for my gear?
| || | submitted by Elevated-Hype to runescape [link] [comments]
I am using ranged and am level 91 range. I’m a returning player after many years and am finding that I am always dying in about the third phase, this is my first day ever of challenging this boss. I’m attaching a picture of my gear and my ability bar. The picture isn’t the best but the armor:
- anima core of Zamorak
- armadyl gloves
- Pernix boots
- thieving cape (I haven’t done the fight caves yet as I am a returning player after several years of absence)
- blood amulet of fury, ring of fortune, and scrimshaw of cruelty
I am using a Zaryte bow.
Combat level 120.
Any advice is appreciated! And if QBD is just beyond what I have at the moment then please let me know of any bosses actually in my range! Thanks!
2023.06.02 05:20 Impossible_Purple312 Thoughts
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Hi everyone, My daughter recently got into pokemon and has started a small collection (especially after the mcdonalds interest) and it got me interested in looking for my old set. Was curious if there is anything worth getting graded. That or just wanted to share my childhood. submitted by Impossible_Purple312 to PokemonTCG [link] [comments]
2023.06.02 05:08 silverSurfer_335i Thoughts about the containers I found
2023.06.02 05:02 squrt-1 I did it
2023.06.02 04:47 Right_Clerk_755 Ai teams hoarding up players because its rent free...
2023.06.02 04:42 SomeAnonymousFellow Have the kits of the Aphelion characters of the Incursion Raid boss nodes been datamined somewhere?
I remember before, on MSF.gg you could see the kits of the special non-playable characters as well (from various Campaign/Dark Dimension/etc. nodes), but this no longer seems to be the case.
I'm just curious to see what is special about these characters, other than their massively inflated stats (or HP at least). I can't put my finger on exactly what is different, but I'm fairly certain these characters have some upgrades to their kits:
For example - Cyclops doing his "On ally Phoenix death" animation many times, seemingly on any enemy death. Mr. Fantastic going wild with assists (not just F4 allies), and also these assists seem far more lethal, decimating my Captain America.
Any info would be appreciated, thanks!
submitted by SomeAnonymousFellow
to MarvelStrikeForce [link] [comments]
2023.06.02 04:28 Bulky-University-908 Help with BIOS Update - HP Inc. - Firmware - 220.127.116.11
Windows update just downloaded 'HP Inc. - Firmware - 18.104.22.168
' and it's waiting to be installed. I recently had another BIOS update (recent being about a month or two ago). My current version/date is AMI F.16, 16/03/2023, is the one that's about to install- an older version?
submitted by Bulky-University-908
to Hewlett_Packard [link] [comments]
2023.06.02 04:27 Bulky-University-908 Help with BIOS 'HP Inc. - Firmware - 22.214.171.124'
Windows update just downloaded 'HP Inc. - Firmware - 126.96.36.199
' and it's waiting to be installed. I recently had another BIOS update (recent being about a month or two ago). My current version/date is AMI F.16, 16/03/2023, is the one that's about to install- an older version?
submitted by Bulky-University-908
to HPOmen [link] [comments]
2023.06.02 04:16 Musketeer00 Dragon Prince S4. Legendary Treasures indeed.
Finished a rerun of TLA and started the new season of Dragon Prince when I noticed some Legendary Treasures that were awfully familiar
submitted by Musketeer00
to TheLastAirbender [link] [comments]
2023.06.02 04:08 crispy_roll LF non-shiny hisuian zorua in dive ball; will give both of these nicknamed shinies for one
2023.06.02 04:03 Verdent_ Trying to figure out replacement part for HP - 17-w287cl
Hey, I'm trying to replace my palmrest for the above laptop. I know the part is suppose to be HP 862972-001, but when I look up ones to buy they say 862972-DB1. Is there a difference between those?
submitted by Verdent_
to pchelp [link] [comments]
2023.06.02 04:00 exyjunkies started an account on global and got lucky in my first 40 rolls. any tips (team-building, gameplay, fun)?
2023.06.02 03:58 Hot_Local_Silph Arceus Affecting Starter Groupings
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I don't mind that, as of Sward & Shield, there is no longer an in-game National Dex. It was ultimately unsustainable. That being said, seeing a non main series game like Arceus effect what starters are available in the dex is very odd to me. They want the Hisui forms in Scarlet & Violet, which is cool given the time travel story lines. But if we get Hisuian Typhlosion, and thus the Cyndaquil line, then shouldn't we get access to the rest of the gen 2 starters? I don't like the idea of the three Hisuian starters are now being separated from their original groupings in games going forward. submitted by Hot_Local_Silph to PokemonHome [link] [comments]
2023.06.02 03:53 RedsModerator The Reds fell to the Red Sox by a score of 8-2 - Thu, Jun 01 @ 07:10 PM EDT
Game Status: Final - Score: 8-2 Red Sox
Links & Info
| ||Reds Batters ||AB ||R ||H ||RBI ||BB ||K ||LOB ||AVG ||OBP ||SLG |
|1 ||Newman - 3B ||4 ||1 ||3 ||1 ||0 ||0 ||0 ||.291 ||.355 ||.394 |
|2 ||McLain - SS ||4 ||0 ||1 ||1 ||0 ||1 ||2 ||.354 ||.417 ||.523 |
|3 ||India - 2B ||4 ||0 ||0 ||0 ||0 ||2 ||3 ||.277 ||.363 ||.418 |
|4 ||Steer - 1B ||3 ||0 ||1 ||0 ||1 ||1 ||1 ||.289 ||.358 ||.500 |
|5 ||Stephenson, T - DH ||4 ||0 ||1 ||0 ||0 ||0 ||1 ||.246 ||.335 ||.344 |
|6 ||Fairchild - RF ||2 ||0 ||0 ||0 ||0 ||1 ||2 ||.241 ||.338 ||.379 |
| ||a-Fraley - RF ||2 ||0 ||0 ||0 ||0 ||0 ||1 ||.245 ||.333 ||.394 |
|7 ||Senzel - LF ||2 ||0 ||0 ||0 ||2 ||2 ||0 ||.267 ||.345 ||.400 |
|8 ||Barrero - CF ||4 ||0 ||0 ||0 ||0 ||2 ||3 ||.224 ||.305 ||.336 |
|9 ||Casali - C ||3 ||1 ||1 ||0 ||0 ||2 ||0 ||.164 ||.258 ||.182 |
| ||Totals ||32 ||2 ||7 ||2 ||3 ||11 ||13 || || || |
|a-Grounded out for Fairchild in the 6th. |
|BATTING: 2B: Casali (1, Sale); Newman 2 (7, Sale, Martin); Steer (15, Sale); Stephenson, T (11, Sale). TB: Casali 2; McLain; Newman 5; Steer 2; Stephenson, T 2. RBI: McLain (9); Newman (18). Runners left in scoring position, 2 out: Barrero 2; India. GIDP: India. Team RISP: 3-for-8. Team LOB: 6. |
| ||Red Sox Batters ||AB ||R ||H ||RBI ||BB ||K ||LOB ||AVG ||OBP ||SLG |
|1 ||Verdugo - RF ||4 ||1 ||0 ||0 ||1 ||1 ||1 ||.288 ||.365 ||.447 |
|2 ||Devers - 3B ||3 ||1 ||2 ||1 ||1 ||1 ||0 ||.252 ||.296 ||.510 |
|3 ||Turner, J - DH ||4 ||0 ||2 ||1 ||0 ||2 ||1 ||.267 ||.353 ||.406 |
| ||1-Tapia, R - DH ||0 ||1 ||0 ||0 ||0 ||0 ||0 ||.274 ||.337 ||.381 |
|4 ||Yoshida - LF ||3 ||1 ||0 ||0 ||1 ||0 ||4 ||.312 ||.389 ||.500 |
|5 ||Duran, Ja - CF ||2 ||1 ||0 ||0 ||2 ||1 ||2 ||.288 ||.344 ||.460 |
|6 ||Hernández, K - SS ||4 ||2 ||2 ||3 ||0 ||1 ||3 ||.239 ||.312 ||.372 |
|7 ||Casas - 1B ||4 ||0 ||0 ||0 ||0 ||0 ||4 ||.188 ||.301 ||.349 |
|8 ||Wong - C ||4 ||1 ||1 ||2 ||0 ||1 ||0 ||.244 ||.291 ||.487 |
|9 ||Valdez, E - 2B ||4 ||0 ||1 ||0 ||0 ||1 ||0 ||.250 ||.300 ||.440 |
| ||Totals ||32 ||8 ||8 ||7 ||5 ||8 ||15 || || || |
|Red Sox |
|1-Ran for Turner, J in the 8th. |
|BATTING: 2B: Devers 2 (15, Greene, H, Herget). HR: Hernández, K (5, 7th inning off Gibaut, 0 on, 0 out); Wong (6, 8th inning off Herget, 1 on, 2 out). TB: Devers 4; Hernández, K 5; Turner, J 2; Valdez, E; Wong 4. RBI: Devers (48); Hernández, K 3 (23); Turner, J (22); Wong 2 (15). 2-out RBI: Wong 2. Runners left in scoring position, 2 out: Casas. Team RISP: 4-for-7. Team LOB: 5. |
|FIELDING: Outfield assists: Verdugo (Steer at home). DP: 2 (Verdugo-Wong; Devers-Valdez, E-Casas). |
|Reds Pitchers ||IP ||H ||R ||ER ||BB ||K ||HR ||P-S ||ERA |
|Greene, H ||6.0 ||2 ||1 ||1 ||3 ||8 ||0 ||109-67 ||3.92 |
|Gibaut ||1.0 ||1 ||1 ||1 ||0 ||0 ||1 ||8-7 ||3.76 |
|Herget (L, 1-2) ||1.0 ||5 ||6 ||6 ||2 ||0 ||1 ||29-19 ||5.30 |
|Totals ||8.0 ||8 ||8 ||8 ||5 ||8 ||2 || || |
|Red Sox Pitchers ||IP ||H ||R ||ER ||BB ||K ||HR ||P-S ||ERA |
|Sale ||3.2 ||5 ||1 ||1 ||1 ||6 ||0 ||59-40 ||4.58 |
|Garza ||1.1 ||0 ||0 ||0 ||0 ||1 ||0 ||19-12 ||1.17 |
|Winckowski ||1.0 ||0 ||0 ||0 ||1 ||1 ||0 ||16-9 ||2.08 |
|Pivetta ||1.0 ||0 ||0 ||0 ||0 ||3 ||0 ||15-10 ||5.54 |
|Martin (W, 1-1)(BS, 1) ||1.0 ||2 ||1 ||1 ||0 ||0 ||0 ||17-13 ||1.72 |
|Jansen ||1.0 ||0 ||0 ||0 ||1 ||0 ||0 ||13-6 ||3.24 |
|Totals ||9.0 ||7 ||2 ||2 ||3 ||11 ||0 || || |
|Game Info |
|WP: Martin. |
|Balk: Herget. |
|IBB: Duran, Ja (by Herget). |
|Pitches-strikes: Greene, H 109-67; Gibaut 8-7; Herget 29-19; Sale 59-40; Garza 19-12; Winckowski 16-9; Pivetta 15-10; Martin 17-13; Jansen 13-6. |
|Groundouts-flyouts: Greene, H 1-8; Gibaut 1-1; Herget 3-0; Sale 1-2; Garza 1-0; Winckowski 1-1; Pivetta 0-0; Martin 1-1; Jansen 1-1. |
|Batters faced: Greene, H 23; Gibaut 4; Herget 10; Sale 16; Garza 4; Winckowski 4; Pivetta 3; Martin 4; Jansen 4. |
|Inherited runners-scored: Garza 2-0. |
|Umpires: HP: Jim Wolf. 1B: Mike Muchlinski. 2B: Sean Barber. 3B: Alan Porter. |
|Weather: 85 degrees, Clear. |
|Wind: 4 mph, Out To LF. |
|First pitch: 7:12 PM. |
|T: 2:38. |
|Att: 31,204. |
|Venue: Fenway Park. |
|June 1, 2023 |
|Inning ||Scoring Play ||Score |
|Top 3 ||Kevin Newman doubles (6) on a fly ball to center fielder Jarren Duran. Curt Casali scores. ||1-0 CIN |
|Bottom 4 ||Justin Turner singles on a ground ball to right fielder Stuart Fairchild, deflected by first baseman Spencer Steer. Rafael Devers scores. ||1-1 |
|Bottom 7 ||Enrique Hernandez homers (5) on a line drive to left center field. ||2-1 BOS |
|Top 8 ||Matt McLain singles on a ground ball to center fielder Jarren Duran. Kevin Newman scores. ||2-2 |
|Bottom 8 ||Rafael Devers doubles (15) on a sharp fly ball to center fielder Jose Barrero. Alex Verdugo scores. ||3-2 BOS |
|Bottom 8 ||Enrique Hernandez singles on a ground ball to right fielder Jake Fraley. Masataka Yoshida scores. Jarren Duran scores. ||6-2 BOS |
|Bottom 8 ||Connor Wong homers (6) on a line drive to left center field. Enrique Hernandez scores. ||8-2 BOS |
| ||1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 || ||R ||H ||E ||LOB |
|Reds ||0 ||0 ||1 ||0 ||0 ||0 ||0 ||1 ||0 || ||2 ||7 ||0 ||6 |
|Red Sox ||0 ||0 ||0 ||1 ||0 ||0 ||1 ||6 || || ||8 ||8 ||0 ||5 |
MIL 1 @ TOR 3 - Final Next Reds Game
: Fri, Jun 02, 05:10 PM EDT vs. Brewers Last Updated: 06/01/2023 10:28:54 PM EDT
submitted by RedsModerator
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2023.06.02 03:43 weetardis Ft some nats lttf some Mets