Interesting points. I'd imagine that, if confronted by other Orcs, Utrik would either play the part of the stereotypical Orc fighter, then slip away as soon as possible, perhaps trying to pass off his possessions as booty or loot. In the case of the adventurers - well, if the party mage isn't buying the story, it's down to the GM to convince the others. "Ah, but the results of a Detect Magic spell aren't guaranteed", or "Perhaps it's a Clerical curse rather than a spell." Conflict in the party could offer some very enticing opportunities for Utrik... Go to Comment
I understand that not many people are happy about using time travel elements in a game - with good reason, usually! Personally, I wouldn't give either item to a PC, but I think they have promise when in the possession of the villain, or used as a quest goal.
Time travel can be very effective, when employed with restraint and kept out of the hands of munchkins. I once ran a campaign when the evil force terorising the city was a corrupt far-future version of the party's Paladin. It made for an interesting showdown, I can tell you.
Oh, and I understand the Prince of Persia comparison, but what on Earth is Joe Viewful? ;-) Go to Comment
The characters are given the task of transporting a flask of highly volatile liquid a long distance. The flask cannot be shaken too much or it will explode. The adventure involves stormy sea-voyages, bumpy cart rides through densely populated towns and horseback combat. In short there are many opportunities for it to break and explode.