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d100 Sea Cave Finds

d100 Sea Cave Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to come across while exploring caves carved by the ocean’s fury.

Shallow caves can hold mysterious depths.

The constant lashing of ocean waves slowly erodes shores and cliff faces. Normally this would simply shrink the coast, but when there is a weaker zone in the rock, the waves carve fissures. The fissures deepen and widen over time as the combined force of crashing waves, broken rock particles, and compressed air gouge irregular, shallow caverns in the stone. While many caves are found at sea level, some relict caves can be found far above the water-level, serving as markers of ancient coastlines.

Sea caves, while shallower than other cave types, hold just as many secrets for your party to explore. They might find themselves hunting a monster in their coastal lair, following a pirate map to hidden treasure, or even stumbling upon a tumultuous underground ocean. The chaotic force of the sea lingers in the very stones, and antediluvian creatures might remain among fossils, perhaps not as inactive as one would hope…

When using this list, feel free to choose any options you particularly like. You can also let fate decide and roll a d100. Every fifth option in the list is more consequential than the rest, so roll a d20 and multiply by 5 if you want to ensure a truly unique encounter for your party.

1. A cluster of dark blue fish eggs.
2. A hermit crab wearing a rusted metal helmet.
3. A silver circlet that smells of salt. When worn, characters can speak Aquan, but cannot understand it.
4. A raised pool of water. It tastes of mint and keeps the breath fresh for 24 hours. It does smell delicious to some monsters…
5. [Encounter] A group of steam mephits are having a community meeting to decide the fate of all other mephits. They cannot abide intruders who don’t understand the natural primacy of steam.
6. A large, fossilized skeleton set into the ceiling.
7. A stalactite column sprouts a mouth and whispers “Beware” before becoming dormant again.
8. For a brief moment, the sound of the lapping waves stops. If the cave is relict, the sound of waves can be heard instead.
9. A small vial of orange liquid. It smells like clay.
10. An altar of bones and seaweed. If a character touches it, the water level begins to rise in the cave. It continues to rise until an offering is provided at the altar.
11. An old string instrument. It looks brand new, but it cannot be. Right?
12. A fissure in the wall that resembles a fanged maw. A crimson ruby glitters in its depths.
13. A sodden campsite. It looks recently made. A pile of clothing, enough for three people, is neatly folded nearby.
14. A pit hidden by water. It is not dangerously deep but leaves a character soaked from the waist up. Small characters might not be that lucky. The water has a strange smell.
15. An elderly woman has a tidy hut set up in the cave. She claims to be over a thousand years old. The crone has a number of coastal druid powers and potions. If treated poorly, she curses a character to reek of sour fish for a month before vanishing in a puff of salty mist.
16. An abandoned rowboat. A satchel onboard holds candlewax and a seal bearing an unknown symbol.
17. An eel with an arrow through its jaw and a collar reading “Sparkles” in Aquan. The eel is still alive. It is the pet eel of a powerful vestraadi.
18. A pale tree with blue-green leaves dripping brine.
19. Blue dragon scales are scattered about.
20. [Encounter] The specter of a pirate captain believes the party is after his hidden treasure. Unfortunately, he was a rather unsuccessful pirate in life and his treasure consists of a few gold pieces and a portrait of himself.
21. A limestone statuette about the size of a thumb. It is shaped like a badger.
22. A train of slugs moving in a perfect circle. At the center is the crumpled corpse of a scorpion.
23. A rope hangs from the ceiling. Creatures nearby have an unnaturally strong urge to pull on it. Nothing happens if they do.
24. Vines grown into the cave through a hole in the cave ceiling. They retract slowly through the hole if touched while making hissing sounds.
25. A smooth, crystalline orb floats five feet above the cave floor. Characters who look into it can see reflections of their past, not as they were, but as they could have been. The crystal transforms into water if touched.
26. Kelp and seaweed cover the ground. It clings to characters’ feet as they step in it, weighing them down. The kelp is sticky but can be washed off with alcohol.
27. The sound of a bell rings throughout the cave for a moment. It is painfully loud.
28. The remains of a spelunker. He has a pack filled with rations, torches, and a toy rabbit. (3 units of stock)
29. Eight crystals are set into the cave wall. They are set in the shape of a rare constellation. This constellation happens tomorrow.
30. [Encounter] A torchlight can be seen bobbing up ahead. It is really a will-o’-wisp floating just beyond a hidden pit filled with sharp and surprisingly solid stalagmites.
31. A swarm of gnats hovers over a small pool of water. They immediately land on any character who steps in the pool, completely covering them, but not biting. Their buzzing almost sound like whispered words.
32. A bag of glowing mushrooms. When splashed with salt, they generate darkness instead.
33. A tiny lizard with wings. It almost looks like a very, very stunted dragon.
34. Merfolk remains grasping a silver necklace shaped like a sundered tentacle in one bony hand.
35. [Encounter] Bones and tattered rags litter the floor. While the characters are distracted by them, the grick hiding on the ceiling attacks.
36. Bright purple, carnivorous mushrooms grow from the stone. Rat and lizard bones can be seen amidst the caps. The fungi are part of a massive, intelligent rhizome. It is vengeful and might retaliate with Shroomitis.
37. A thick vapor fills the cave. It smells of sweat.
38. A crack in the cave wall. If any character looks into it, they see an eye looking back. Breaking through the wall reveals an empty anterior cavern.
39. An ornate hourglass. The sands run out with a “click” just as the party notices it.
40. A large pillar of pure salt occupies the center of a cave. Any creature that touches it turns to salt. Pouring fresh water on the creature returns it to normal. A solid salt statue of a cave bear is licking the pillar.
41. A humanoid finger. It always points towards the nearest body of salt water.
42. A character’s nose begins running. Profusely. At a rate of half a gallon per minute. It stops after five minutes.
43. Three wooden posts stand in a triangle. Any character standing between them becomes invisible to any creatures standing outside of the triangle.
44. The sound of a muffled argument fills the cave. It is impossible to make out any words, but boy do they sound angry.
45. [Encounter] The party has unfortunately stumbled upon an ancient, sacred cavern. The society that used to worship here has bound water weirds to protect it (DM can determine how many).
46. The rancid corpse of a massive ocean creature blocks the way deeper into the cave. Clearing it will be a very messy business.
47. A pirate’s canteen, filled with aged rum. Its spices conjure images of tropical islands. Literally.
48. The party’s shadows disappear. They reappear after a minute, causing characters to feel an unnatural chill down their spine.
49. A pile of rotting fruits. A rat shaped pendant sits atop it. Its whiskers twitch once every minute.
50. An area of the cavern is covered in green-yellow lichen. Eating the lichen grants a character the benefits of a short rest, but leaves a moldy, unflattering taste on their tongue.
51. A shield bearing a symbol of two fish, circling.
52. A corpse staked to the cave wall by pitons in its arms and legs.
53. An adventurer’s bag. Inside are a couple of citrus fruits, an empty glass bottle, and a green ribbon.
54. A beat-up crate. Inside is a massive knot of living and rather angry snakes with their tails tied together.
55. [Encounter] A young bronze dragon appears as a seal, watching the party. If they appear just, or at least good, the dragon invites them to sit and discuss the ethics of peasant revolutions for as long as they can stand.
56. A sapphire set in the mouth of a snake skull.
57. Stalactites begin to grow unnaturally fast, closing the way ahead in a matter of seconds.
58. A monkey with gills. It is wary of the party and flees into the sea if threatened.
59. One of the party members hears their name whispered through the cave. They are unable to identify the source.
60. [Encounter] A cyclops! It is particularly slow-witted, even by cyclops’ standards. If the party is smart, they might not even have to fight it.
61. A silver coin with the emblem of a ship.
62. The corpse of a seal. It appears to have been gnawed on by a much larger animal.
63. A broken sword with a handprint burned into the pommel. The handprint has 7 fingers.
64. A cackle echoes through the cave but is cut off violently.
65. Tremors shake the cavern. The party has to watch out for falling debris, sudden pitfalls, and larger ocean swells until the quake subsides (DM decides duration).
66. A seagull nest. The mother protects its hatchlings.
67. A shattered glass bottle.
68. A green, glowing orb floats toward the party. Once it is within thirty feet, it explodes in a ball of light and vanishes. Any characters looking at it are blinded for the next minute.
69. Purple algae on the cave floor arranged in arrow shapes, showing the path deeper into the cave. Stepping on the algae makes it emit sound disturbingly close to a little girl giggling.
70. [Encounter] A much larger stalactite than others in the cave. It is a camouflaged roper, waiting to pick off the weakest looking party member.
71. What appears to be a gold ore vein in the cavern wall. It is really pyrite but mining it might unearth other riches.
72. An awakened bat addresses the party, proclaiming that it has been waiting for worthy opponents. It is still just a bat, though.
73. A clear glass vial. A navy-blue liquid bubbles inside. Drinking the liquid fills a character with dread.
74. A sodden journal. The ink has run on every page. The only words still legible read “I’ve found it! This will solve everything! After so long, I finally know where…”
75. [Encounter] The party finds a group of pirates about to execute an ugly woman wearing chains. She is really a sea hag who had been causing problems for the pirates. She turns on the party if freed by them.
76. A tree sprouting from the stone floor, struggling to survive.
77. One member of the party begins hallucinating for the next ten minutes. They see their own face in every rock formation, usually twisted in various forms of agony.
78. Small pebbles begin moving. They turn out to be a uniquely rock-like species of crab.
79. The skeleton of a shark. Strangely, this shark appears to have humanoid legs.
80. A cluster of odd, bright orange flowers grows along the walls. Eating a petal heals a character similar to a potion of healing. The character also exudes a strong, citrus smell for an hour. The effect cannot be repeated until a full hour has passed. There are 13 orange flowers. Picking all has dire consequences.
81. A dusty, weathered pirate captain’s hat. It comes with matching eye patch.
82. An altar bearing the image of an old, forgotten god. There are so many tentacles… just so many.
83. A member of the party experiences severe déjà-vu.
84. A corpse holding a bouquet of flowers. The flowers are fresh, but the corpse is not.
85. An old, red-bearded dwarf is cooking seafood at a campsite. He invites the party for a meal. He has a number of tales from his sea-faring days but has since retired.
86. An evil-looking ancient tome written in Aquan. It is a merfolk cookbook.
87. Bubbles float up from a crack in the floor. If any pop, they emit a terrified shriek.
88. The walls look slimy. They feel slimy too. They also taste slimy, just in case that needs to be known.
89. A rusty timepiece. It is stuck at 4:18.
90. [Encounter] The cave is home for a pair of hippogriffs and their newborn. The parents fight to the death if they feel their child is threatened.
91. A map of a cave system. It quickly becomes clear that it is not the map of this cave system.
92. A mountain goat that watches the party from afar. It blinks with two sets of eyelids.
93. The remnants of a mining expedition. Nothing of value remains other than some shoddy shovels and torn tents.
94. An empty barrel that smells faintly of chalk.
95. A portion of the cave wall is made up of pure, unblemished metal. When a character looks into it, they see themselves with a different eye color. Touching the mirror knocks a character unconscious for a half hour. When they wake, their eye color will have changed to match. Their counterpart in the mirror has their old eye color now.
96. A satchel filled with fresh bananas, fish bones, and maple leaves.
97. Hissing comes from a small hole in the wall. Inside is the skull of a moray.
98. A pair of gloves are stuck to the wall. It takes a large amount of effort to remove them.
99. A dented, silver goblet. In contrast to its humble looks, it can hold two gallons of liquid.
100. [Encounter] Now they have done it. The party has unfortunately made too much noise and awoken the mighty master of the coast slumbering in the cavern.

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d100 Lava Tube Cave Finds

d100 Lava Tube Cave Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to come across while exploring the tunnels left behind by lava flows.

Smooth stone belies the volcanic fury that carved these tunnels.

Volcanic eruptions can be a force of creation as well as destruction. Under the right conditions, lava flows can form crusts as they cool; said crust then becomes the ceiling of a lava tube cave, defined by smooth, pahoehoe floors and ridged walls from differing lava flow depths as the tunnels drained. Closer to the site of eruption, lava tubes turn into larger tunnels carved by deep lava rivers that crusted over. Farther out, branching lava tubes and wider caverns emerge as the flow bursts through the cooling walls.

Your adventurers may find themselves falling through a deteriorated lava tube ceiling, hunting monsters that have made their homes in the tunnels, or they may be following the tunnels to reach the heart of a dormant volcano. Regardless of how they arrive, the party finds danger and frightening beauty in these volcanic caves.

When using this list, feel free to choose any options you particularly like. You can also let fate decide and roll a d100. Every fifth option in the list is more consequential than the rest, so roll a d20 and multiply by 5 if you want to ensure a truly unique encounter for your party.

1. A portion of chipped cave wall. The marks look like they could have been made by claws or pickaxes.
2. A voice saying, “You’re almost there!” in Common echoes through the cave. No matter how hard the party looks, they cannot find the source.
3. A skeleton with 100 feet of rope and climbing pitons beside it.
4. A colony of unknown spiders. They appear to be blind, adapted to life in these tunnels.
5. A narrow section of the tunnel, three feet wide and fifteen feet long, that characters must pass through one at a time. Characters must make a Wisdom saving throw while moving through or become overwhelmed by claustrophobia on a failed save. Even characters that are not claustrophobic must make a Wisdom save.
6. A sword is stuck into the cave wall. No matter how hard characters try, they are unable to pull it out. Mysterious magics flicker in the air.
7. A thin crust of red crystals lines the ceiling.
8. Lavacicles hang like shark teeth from the ceiling.
9. The party stumbles upon a campsite that appears to have been recently used, but no other trail or trace of a living thing is nearby.
10. [Encounter] A gelatinous cube lies in wait for the party.
11. Three lava pillars have formed in this section of the tunnel. Upon closer inspection, it almost looks like there are faces in them, twisted in agony and silent screams. Breaking into the pillars reveals that they are hollow, with each holding a humanoid corpse.
12. Tree roots puncture the ceiling. A spelunker’s satchel is half-hidden amongst them. Inside are a half-finished map of the tunnels, charcoal, some moldy rations, and an amethyst.
13. Hundreds of miniscule holes line the floor, walls, and ceiling of this section of the caves. A low squirming sound can be heard coming from them, but there does not appear to be anything inside.
14. A mutilated corpse. The cuts and gashes on its body seem precise and surgical. Some of its organs are missing.
15. A smaller tunnel branches off from this one into a nearly perfect, spherical cavern. An altar of obsidian stands in the center. Touching the altar grants a character a vision of their death in these tunnels. They have disadvantage on death saving throws until they leave the caves.
16. A portion of the ceiling has collapsed, letting in light from the surface. Or it is collapsing as the party travels under it.
17. A pond has formed from water dripping into the caves. It is safe to drink, but tastes of minerals and iron.
18. A battered wooden mask carved to look like an eyeless bear face.
19. A backpack containing a water canteen, snapped pickaxe, and a tattered book of decadent poems.
20. A wooden door set in the wall has a sign next to it that reads “Tatter’s Tavern”. Inside, a small tavern has been hewn from the stone, with stone tables, counters, and chairs. Tatter, a male gnome, tends the bar. Once the party finishes and leaves, the door vanishes, replaced by stone again.
21. A section of the tunnel wall appears darker than the rest. It feels squishy to the touch.
22. A swarm of four-winged bats are asleep on the cave’s ceiling.
23. The haunting echo of laughter can be heard for a brief moment by one character. The others do not hear anything.
24. Stalactites of a type of crystal (DM’s choice) hang from the cave ceiling.
25. [Encounter] The characters can hear a dull beating in the cave wall. It almost sounds like a heartbeat. It is really the sound of a bulette on the prowl, burrowing after them.
26. A small wood carving of a lizard with a saddle.
27. A crystal flute that causes any other crystal in a 30-foot-radius sphere to resonate with the same note played.
28. A skeleton that has melded with the stone floor, as if the ground were slowly absorbing it.
29. Cave paintings of a mythic beast that seem to shift slightly whenever characters are not looking at them.
30. Gormrun, a crazed human clothed in rags, is carrying around a rickety cart with different cave-themed goods. He has stone/crystal weapons, potions made from minerals and animal bones, as well as uncommon and rare magic gems. He will only accept stories of the world above as payment, though he does not wish to leave the caves.
31. A child’s blanket covered in rubble.
32. A hole in the cave floor. It can already be there when the party arrives, or it could open under a party member.
33. One party member begins to feel as though they are being followed, but never manages to catch sight of their pursuer.
34. A half-burned journal from a spelunker who got lost in the tunnels. It has bite marks.
35. [Encounter] The party takes a wrong turn and ends up in a larger pocket of the caves facing a crystal dragon. Age and crystal type are up to the DM.
36. An albino snake wrapped around the hilt of a rusty sword.
37. A group of ghostly miners, chanting a work song. They disappear if the party members get too close to them.
38. The skull of a cyclops fills the cavern ahead. The party has to clamber through its mouth or sightless eye socket to continue down the passage.
39. A crystal tree grows down from the ceiling of the cavern.
40. A set of stairs have been cut out of the stone wall, twisting downward in a spiral. At the bottom is a circular room with a glowing subterranean garden. Taking a short rest in the garden grants the benefits of a long rest instead, but harming any of the plants causes the garden’s guardian to animate and attack.
41. A lifelike statue made of different stone than the cave. It’s almost too lifelike.
42. Purple, shimmering fluid in a glass bottle.
43. A broken wagon with a tattered cloak, rotting apples, and an empty flask scattered about.
44. A rusted longsword with a broken hilt. It looks like it has not been touched in decades.
45. [Encounter] A lone dvergr has lost their way in the tunnels and ask if the party can help them find their way back. If the party agrees, they lead the party into a dvergr ambush.
46. A corpse with various fungi growing from it. They look edible.
47. A statue of a forgotten deity carved out of the tunnel wall. A recent sacrifice lies at its base.
48. A Medium-sized stone seems to be following the party. It appears at the same distance behind them whenever no one is looking at it. It will only stop if someone walks backwards, staring at it until it is completely out of sight.
49. A necklace with a dragonfly pendant, forged from silver.
50. [Encounter] A pair of basilisks appear in the tunnel ahead!
51. The floor of the cave wavers, as if something were swimming through the stone underfoot.
52. A bear cub. Its mother might be nearby, or it might be lost and need help finding her.
53. A rusted dagger. Tied to its hilt is a bright green scarf.
54. The shed skin of a very, very large snake.
55. A humanoid face appears in the stone wall. It screams at the party, proclaiming that doom is upon them. Any character that responds to it becomes blinded for a full minute. The face vanishes after it blinds at least one character, or after ten minutes if no one responds to its threats.
56. A dusky red clay pitcher of mead. It refills itself at the start of every day.
57. The sound of chattering teeth grows louder and louder. At first it is impossible to tell where it is coming from, but eventually the party realizes that one of them is making the sound. They can choose to stop once they realize it.
58. A crate full of precious gems. They transform into dull quartz when removed from the cave.
59. A lute with a broken string. The initials, E. C. are carved into it.
60. [Encounter] A swarm of bats approaches. As they get closer, they coalesce into a single giant bat. When defeated, the corpse turns into runny, bloody mud.
61. A deep blue sapphire is lodged into the floor. It takes an hour to remove it, even with the right tools. The cave shudders once the gem is removed.
62. A hole in the wall, large enough for a hand to fit inside. Soft murmuring can be heard from it. Nothing is inside.
63. A cluster of skulls hangs from the ceiling on strands of spider web.
64. Three arm bones arranged in the shape of a star. They don’t appear to be held together by anything but can’t be pried apart with either force or mundane magics.
65. [Encounter] This tunnel dead-ends in a large, circular cave with a field of statues. They are the creations of the stone giant living here. The giant is mistrusting of humanoids, but peaceful, preferring art to war. They will not harm the party as long as their statues remain unharmed.
66. A burned out torch still in the grip of a severed hand.
67. A golden ring next to a wall. When worn, it allows a creature to move through stone as if it were not there. The enchantment does not apply to the ring itself, however.
68. A large barrel. Inside are rotting herring and a strange glass orb.
69. A massive lava pillar nearly blocks the passage ahead. If the players dig into it, they find it to be hollow and large enough for all of them to rest inside.
70. [Encounter] The party finds a hammer lodged in an obsidian stone. If a character removes the hammer, the stone transforms into an earth elemental that attacks. The elemental will revert to its stone form if a character returns the hammer. The hammer is not magical, the earth elemental just really likes that specific hammer.
71. The start of a sentence is carved into the wall. If a character tries to read it as they travel, they will instantly find themselves at the end of it, having traveled a full mile.
72. A pair of travelling boots…on the ceiling.
73. A spider inside of a clear crystal. The spider still seems to be alive and watching.
74. A chipped shovel with a broken handle.
75. An elderly, dweorg woman who says that she is the queen of an ancient dweorg empire. She sadly cannot remember the name of it, where it was, or how she ended up in these tunnels. She vanishes a moment later.
76. The smell of sulfur becomes overwhelming for a moment.
77. A totem to some unknown god, constructed from bones of unknown creatures.
78. Jagged spires of kyanite jut from the floor, ceiling, and walls.
79. Dead insects coat the floor for the next half-mile.
80. [Encounter] A cloaker has been stalking the party for a while and is finally ready to pick off any stragglers.
81. A walking stick with strange spirals carved into the haft.

Caption for Tales from the Tabletop #46.
Tales from the Tabletop #46 – Caption: “Sure, catch a 200 lb. flying armored dwarf on a rickety stone stair over a lake of lava! What could go wrong?” — Timothy Campbell

82. The remnants of a massive egg. Whatever was inside hatched, recently by the look of it.
83. A keg of ale. It tastes slightly metallic. Anyone who drinks it hears the crash and clatter of a massive battle for half an hour afterwards, effectively deafening them.
84. Three holes are arranged in a triangle on the wall. They are only large enough for a finger. Sticking a finger in each hole creates a fourth in the center. A tiny gust of stale wind comes out of the center hole. Nothing else happens.
85. A bell hangs from the ceiling by a string. It is cursed. Anyone who hears its sound becomes afflicted by a madness for an hour. If anyone touches it, they attune to it and become mad permanently. If an attuned creature rings the bell within earshot of another creature though, they steal that creature’s ability to understand language for an hour if the creature fails a Charisma saving throw.
86. A stone is skipped along the floor past the party. They cannot manage to find any trace of who threw it.
87. A trail of unspooled yarn. One end of it appears to have been cut off.
88. A thin crust of salt coats the floor, crackling underfoot.
89. A severed foot. It has been unnaturally dried and preserved.
90. [Encounter] A drow hunting party emerges from a side tunnel. Their grins of cold malice flash in the dark before they attack.
91. A stone fountain is carved into the wall. It is filled with stagnant, putrid water.
92. The scent of cooking meat comes from up ahead. The source is a blood-red stone.
93. An ancient cave painting of adventurers walking through the tunnels. They look unnervingly like the party members.
94. The fangs of some large beast, dug into the stone floor.
95. The party comes across an intersection made of black, reflective obsidian. There are ten different tunnels to choose from. However, the only correct path is the one they immediately come from. If they take any other path, they will end up back at the intersection after a short time, with the lowest cost item in their inventory having vanished. This happens every time they pick an incorrect path.
96. A set of footprints. They are sunken into the stone.
97. A rusty spear stuck into the wall. A message tied to the haft says, “whoever reads this will die”. The message rings true.
98. The sound of rain can be heard tapping on the cave ceiling. Water finds its way through a crack and pools along the floor.
99. A golden ring that has been shaped to look like a centipede.
100. [Encounter] A young demonic cultist is preparing to raise a pit fiend. He doesn’t know that the ritual he is preparing for is fake (unless the DM decides it isn’t).

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AAW Games seeks adventure authors

AAW Games is looking for authors!

Are you proficient with D&D 5e? Do you have great ideas and enjoy thinking outside the box? Do your players love your adventures and tell you they should be published? We would like to work with you!

You can check out an example of our style and what we’re looking for in these two free adventures (click to download):

5E Mini-Dungeon #156: Bloodsuckers

5E Mini-Dungeon #170: In Cold Storage

Are you interested and ready to start writing?

Then provide us a sampling of your writing. We would like you to write 3 rooms of a dungeon, no map required. Include a short introduction, 3-4 sentences in length. The dungeon rooms should contain mechanical elements, like magic items, traps, etc., so we can evaluate your technical writing skills as well as your prose. Your work will not be owned or retained by AAW Games and will only be used to evaluate your skills.

Send the aforementioned sample of your writing to thilo@aawgames.com or, better yet: join the AAW Games Discord and get to know us and our community of friends and fans at http://bit.ly/AAWGames then DM your work to Thilo @Endzeitgeist

Please note, we tend to get a lot of applicants so if you don’t hear back from us, it means it wasn’t a good fit. That said, don’t hesitate to try again next time we put out a call of this nature.
We look forward to working with you!