Are you into gambling?
Jordy (it's short for Jorysania) is an ambitious young succubus. She has a few very minor powers in addition to those of a bog-standard succubus. If, for plot reasons, you need Jordy to be able to do something which is not unreasonable but does not happen to be listed, she can do it. Jordy does not do melee combat (she teleports away if attacked), but just in case she happens to be in the wrong place when an area effect spell goes off, she currently has 40 hp. As the campaign progresses, her hit point total might increase and she might gain additional powers such as the ability to cast various divination spells at will.
Jordy's immediate boss, whose name the player characters could neither spell nor pronounce, is a powerful older demon. He is also a bookmaker. He is fascinated by the concept of spread betting. If you don't know how spread betting works, read here and here before continuing.
Jordy's boss offers odds on the outcome of adventures. He accepts stakes in multiples of centisouls. If you lose 100 centisouls, you're dead. Bad luck. If you win, you can either keep your winnings in the bank, to set against future losses, or trade them for something. I'll come back to that later.
For example, suppose that well-known paladin Herald of the Shining Dawn will be hacking her way through a dungeon tomorrow. How many kobolds will she kill? The bookie says 15 to 20. You think that sounds low, and buy at 1 centisoul per kobold (the minimum bet). It turns out that there are no kobolds in that dungeon, so she doesn't kill any. Bad luck. You've lost 20 centisouls. Keep this up, and you'll soon be dead. If you'd sold rather than bought, you'd now be in credit by 15 centisouls.
Jordy is what is known as a bookie's runner. Sooner or later, Jordy will approach any party which is not obviously of lawful good alignment and ask if they would like to place a bet or two. If they say no (drawing swords and attacking her counts as saying no), she will teleport away and they will never see her again.
If the player characters say yes, Jordy will take their bets, and come back a day or two later to tell them how things went. She does not mind whether they place large or small bets, and whether they win or lose. All that is really happening is that the player characters are becoming accustomed to how the system works.
After the third or fourth bet, Jordy will appear with a more interesting proposition. Her boss has taken a big bet, stakes much bigger than anything the player characters would ever bet, on the outcome of a certain adventure. He wants to make sure that the adventure turns out the right way (which is to say, the punter loses). Neither he nor Jordy may get involved directly - that would be cheating, and although demons are not averse to cheating, they are averse to being caught cheating. Would the player characters care to get involved and ensure the correct result?
There is no particular reason why the player characters should refuse. There will be no alignment conflicts - the required result will be one which, if they were already involved, the player characters would want to achieve. Jordy is intelligent and has plenty of customers, and can match adventures to appropriate character parties.
Jordy will not take offence if the player characters refuse the first adventure she suggests, but if they refuse both of the first two, or ever refuse three in a row, she will not ask again.
If the player characters accept, Jordy will arrange to transport them to an appropriate starting-point before the adventure starts, and transport them back after the adventure ends (assuming that they survive). She will not assist in any other way. Jordy's own teleportation powers are limited - she could transport a small party herself, but not a large one - but she has friends who will assist her if necessary.
The player characters may ask Jordy if they too can bet on the outcome of the adventure. The answer is invariably yes.
As you will have gathered, Jordy is a means of getting player characters to adventures in locations they could not otherwise reach, and giving them some incentive to see the adventure through to the end.
Sir Ruthven Despard and Jorysania are intimately well-acquainted with one another. They may sometimes be found together watching particularly closely-matched encounters, placing bets on the outcome.
A typical adventure might be ensuring that an assassination target lives beyond, or dies before, a certain date.
A somewhat less typical adventure might be ensuring that, in a forthcoming battle, more or fewer than a certain number of the attacking army are slain. For example, if you need to get some player characters to Agvhazar quickly, this is one way to do it.
Experience: For the betting itself, give 1 experience point for each centisoul won. Don't deduct anything for losses. It's not a big reward, and it's not intended to be. It's just a minor incentive for the player characters to get involved.
Profits: If anyone bets and wins big, I would allow them to cash in their profits at an exchange rate of one +1 magical item (weapon, shield, armour) or equivalent per 100 centisouls. Maybe I'm being unduly generous here.