The shaft descends about 20 feet before opening into a utility/maintenance tunnel of some kind, easy-going due to the alloyed ladder set into the wall. At the bottom the tunnel is about 10 feet wide and almost as tall, with plenty of room to maneuver. There's a fair amount of dust and sand down here, evidence that the shaft has been opened before. There are fresh tracks, too, along with some older.
As you move along, Silver is able to pick out individual prints. He's fairly sure there are 10-12 humanoids down here, all human or close to it. One is in power armor, likely a Northern Gun model like the Samson, judging from the treads. Orrin and Kim both pick up the faint aura of psionics -- at least one of Marl's crew is a major psionic, if not a master.
The tunnel dead ends near the access shaft you just descended, so you follow it about 50 yards the other direction before coming to a T-junction. To the right, a sign points toward a sealed door labeled "Coolant Containment." There aren't any fresh tracks that way, so you head to the left, where the tunnel slopes gradually down. Faded placards on the wall are almost illegible, but you can just make out: "...RE AND LAB X-2B" and "...ER NODES N1-N64."
The walls are lined with electricial conduits. Here and there a damaged line sparks or a hazard light flickers -- there's still juice running through the place. The lights and shadows, combined with the buzz of electricity and a strange, whistling moaning of the wind, is distracting. It's easy to get bogged down in details. Before long, the Geiger counter in Silver's head starts ticking, indicating the presence of radiation. (At the current level it's not immediately life-threatening, but if it gets much hotter, anyone not in fully-environmental armor will need to make a Vigor check each hour to avoid radiation-based Fatigue [see p. 89 of SWD]).
Following the tracks, you bypass a few other doors and continue heading down. Rill tries to use his extrasensory perception to guide the group, but between the dust, Silver's fur and the radiation, his head is soon swimming. Calling on the others to stop for a moment, he rests against the wall as the others gather around to see what's the matter.
At that moment, Jasco's voice crackles through on the radio.
<<Ah, folks, we might have a problem. Based on the telemetry data I'm reading, I think someone may be hacking your comms, possibly with some form of telekinetic magnetism. It might be best to turn off your ...>>
Whatever comes next is lost in the screech of metal as suddenly the floors shifts beneath you and begins to drop -- the section of floor Rill chose to take a breather on is a hydraulic lift, the hazard paint around the edges covered by the dust and debris. You drop 15 feet in a few seconds, then rusted metal doors close over your head as the wall in front of you scissors open, revealing a cavernous warehouse or cargo bay filled with banks of electronics and wiring ...
And Marl's men, waiting in ambush! As you take in the scene, you spot more than half a dozen cowboys and a couple of Psi-Stalker scouts in cover around the room, laser rifles and ion pistols pointed your way. There's no sign of Marl but you spot two of his lackeys, both well-known around town: Twist, a former saloon gal who experienced enough trauma to unleash her talent as a psionic zapper, and Bowler Bill, a Crazy-augmented gunslinger with a fondness for derby hats and bloodshed.
Here's a Google Drive link to the map if the attachment doesn't work for you.
Important: Silver and Rill both succeeded on their Danger Sense rolls and so may act on Hold, as well. If either wants to try to act before the bad guys, you will need to make an Agility roll that beats a [dice]18[/dice]. If you want to try, post in the next 24 hours. After that I'll post the bad guys' actions and then the rest of the group can go.