Sure! By a single, continuous span of time I mean something like the party arrives at the dungeon, meets Faluzure, learns about him as they interact with him while clearing the dungeon, and then witnessing his death. That's tricky because people have a lot of expectations for how stories progress, and you have a single, unalterable period of time to do everything that you need
But time travel gives you options to break that up. Instead of chronological order, like A,B,C,D,E,F, you can do something more like E,B,D,A,C,F
Breaking up the timeline also breaks up some of the expectations for narrative flow that people have, and can create an effect where the players put information together in ways that their characters can't. You can also cheat the tropes a little bit-- instead of his being an NPC introduced just to die, players can observe his death and then continue to interact with him. It's no longer cheap, in that they could never have saved him, it's a mystery:
why did he die? Players fill in the gaps as they hop back to times before his death, learning his story even though his destruction is already known to happen.