Yup, the gm can have the failure generates story or drama or not. I prefer ways and choices that do.This I like (if I'm following what you're saying, anyway).
I could see the forgery attempt failing for a reason, and that leads to a side adventure. "Looks like we need to steal one of these things in order to make a good forgery..."
I like it even better if the players are aware beforehand that the first attempt is going to take precious time, so that once they fail they have fewer options, unless they steal the McGuffin...etc.
As for whether the time is known precious before our after, that can vary a lot with the scene. It might be they thought they had plenty of time but now that they have to do the extra raid, now that clock is ticking louder than before.
As an example, if part of the story element is the Cassandra effect where the risk is being dismissed or the plan thought sure thing by "powers that b" in spite of hero warnings... this kind of last minute "I told them but they didnt listen" hits that note well, more than perhaps the "we knew all along" because if they knew before the "roll" and didn't plan for failure knowing the risk, that makes everyone, even hero, seem dumber.