The Helical Archive has been expecting time-sensitive orders from Cog's finest gadgeteer - but recent deliveries have arrived late and at noticeably worse quality. Concerned, they've dispatched the party to find out why.
"In the center of the junkyard island that is Stahlfeld lies Cog, the clockwork city of inventors. No inventor is better known here than the Rai-Neko Gadgeteer, Inner Working. It is said he can take any Gleysian scrap found in the junkyards and make it a functioning marvel again...for a hefty price, of course. His workshop, Working's Works, is a trusted partner of the Helical Archive. When deliveries stopped arriving on time - and those that did were noticeably worse - the Archive dispatched you to check in. Standing outside the workshop's rather humble storefront, nothing seems out of the ordinary."
The Adventure Site is confined to the workshop mainly, but there's plenty of ways to resolve it - from a cut-and-dry rescue to exposing or directly blackmailing Inner Working. Stealth and Negotiation work just as well as storming the storefront, so run with whichever way the party goes!
To extend the Adventure, consider including scenes at the Archive to track down and expose the shady researcher.
On a successful rescue, Working will let the party keep anything they looted during the rescue and provide a free Advanced Gadgeteering service to each PC. If Pinch's plans are exposed, Working will disown him but not press charges. Surviving Kidnappers' fates are left up to the party.
If the party learns the truth about Working's use of Cores, and cares about it, Working will try to cut a "hush-hush" deal with the party to not inform the Archive, offering his Sludge Wrench up.
No customers inside. Half-empty racks of minor arcane devices - a Techatiel Build-Kit and Hush Bands. A splatter of blood on the floor.
2 Kidnappers pretend to keep shop.
Messy beds, as if recently searched. 2 Kidnappers whisper about the state of plans with Pinch. The closet holds a secret door.
2 Extreme Heat Outfits (Source, pg. 172) within the room.
Hot. Constant buzzing and puffing. Low Pipes hinder movement for anyone but Small Species - all Areas here are Cramped and Isolated. 3 Autodrones move about, performing delicate repair work. The Room is protected by 4 Scout Drones hovering in the corners.
15ft across. LOUD. Powered by the Waterwheel. Crushes everything.
Zone full of flames, heating the Pipes and the Cores within. The Cores must be kept hot and circulating through the system to maintain their charge before infusion. There's a door behind the flames to Working's Secret Office.
Gadgeteer Working is bound to the waterwheel itself - a stream of water constantly turning him. 3 bored Kidnappers hold guard, playing games. A door hides behind the water-powered gears, leading to Working's Secret Office.
2 Autodrones protect schematics on a desk. These papers hold
the secrets to the use of Bio-Mechanoid Cores in Working's work.
This is an adaptation of the one-page dungeon Secrets of the Smith by 1PageDungeons, licensed under CC-by-SA.