You slowly bobble out after the Secutor, in his dark grey robe and knick-knacks, looking back at your Magos as you do.
She makes a little shooing motion. "Go on now," she says.
With that, you let out a depressed bloop before following.
Before long, you and the Secutor reach his ship, a heavily-modified gun-cutter. He steps inside- you realize he doesn't seem to make sound as he walks. Spooky, considering how much metal he's got in him, according to your auspex.
Inside the cutter is utilitarian and dimly lit, relying on the fact that virtually every AdMech cultist can see in the dark. There are other techpriests.
You all meet in the main hall, and the Secutor goes over his plans with his underlings. They're in all sorts of styles, from a stylish ambassador-type to a frighteningly cobbled-together scum crawler. He's going on about some sort of daemonic cult, whatever. You're in a new place! Things to see, people to bobble over, papers to snoop. You know Daemons.