As usual, I wasn't clear enough. I needed a combat encounter for a torture room, that's all.
The current draft of the scenario looks as follows:The last adventure ended with the party entering a portal that turned out to be one-way and landed them in Carceri. They are in a vast swamp full of deadly wildlife and wondering where they landed. During the exploration they come upon a local glabrezu - he doesn't randomly kill people, because he runs a business there (all illegal stuff can be obtained in Carceri if you know the right people) . He is to deliver an info-dump on the plane to the players all the while using his pincers to turn a local who tried to steal from him into a living warning sign.
However once he realises the players aren't customers... he doesn't randomly kill people but he can't resist being a tanaari. He will say something to the effect of "oh, so you guys are lost and just want to get out of here?" and if anyone says "yes", he will use his monthly power allowance to "grant a wish", sending the party somewhere much, much worse.
The party lands in an abyssal torture room and gets attacked by a surprised torturer. After the fight they can check their surroundings (arming themselves with good aligned weapons that the demons had looted from previous adventurers and kept here as torture tools against their own kind) - a place made entirely of rusty iron with pieces of living/dead/undead creatures fleshcrafted into the walls doesn't look like a place they'd want to stay in.
The room contains one man - a paladin from a unit that tried to assault the fortress and kill its master. He is beyond rescue (horribly mutilated with magic and about one step from joining the wall decor) and barely sane but still capable of asking the players' help. He wants them to finish him off and to carry the news of his fate to his boss. In return he tells them of a way out of the fortress (The main gate is out of the question) and of a one-way portal to the Outlands that his group was supposed to use on the way out.
The party must get down the main staircase while avoiding trouble - either through stealth or audacity, pretending that they are supposed to be there. They encounter a succubus that seems to recognise them as intruders but just gives them an amused look and doesn't rise an alarm unless they attack her. If they do everything ok, there should be no alarm until they are almost out. If not, they are in for some running. Fortunately, good organisation is utterly alien to the taanari.
Once out through the fortress one-way "back door" (a half-biological structure gives such wonderful opportunities to make an elf miserable
) they need to do some hiking in the monuntains. The succubus catches up with them after a couple of minutes but just hangs in the air looking down on them and commenting on their progress - she hasn't got any direct orders to catch them, so instead she made a bet with her companions on how far the party can get. Just as the way out is in sight, the succubus mentions that the tanaari know of the portal. It is too valuable to destroy but they did feel it prudent to leave something there to guard it...