The floor judders briefly as machinery grinds into life, sending the lift downwards and, embedded in the floor, soft amber glow strips flick to life.
Slowly the chamber descends, the sound of straining cogs and creaking pistons emanating from the surrounding surfaces. The air sits stagnant around you, oppresive in it's stillness.
After minutes the elevator clumps to a stop and the wall opposite the side you entered scrapes apart, opening into a long, barren hallway. There are no other light sources besides the glow strips in the elevator itself.
Vevrain motions you all forward. The wall slides shut behind you as you all step out of the lift, plunging you into darkness. Gus activates a stablight and guides you all to a heavy set of adamantine doors about 200 meters down thw hallway. Vevrain croaks out some instructions to Gus, who then rummages through the footlocker containing her equipment for a moment before producing a glass card. This slots into the door, opening it.
You've finally reached your destination. A 350 sq meter room of grey ceramite and plasteel. A cogitator bank fills most of the eastern wall, the extraneous space housing two heavily armored fuel cells. Four cots lay folded against the west, along with eight equipment lockers, two weapons racks, and several stacks of ammunition. Against the north rest two pantries of dehydrated food and crates of medical supplies, tox-resistant gear, and clothing.
Welcome to safe house 3119.