this post was submitted on 18 Jan 2024
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There are a few general problems with the idea overall. It's possible to execute them in an enjoyable way, but a few of your ideas are considered "Do-Not's" for inexperienced DM's.
No-win situations aren't fun. If you're planning on running a whole combat where the party has no chance of winning, it's likely they will be frustrated. It removes character agency, and makes all of their decisions and actions meaningless.
You're better off just starting the session where you want, or forcing the scenario early in a different way, than letting them think their actions will affect the narrative when they won't. . It's fine to send them to hell and not give them a chance to avoid it, just don't make them think that they could have, if that makes sense. It's about expectations, if you manage them well, you'll eliminate a lot of disappointment
Don't take away levels, period. If you want to hinder them for some reason, make the class features themselves unreliable. The Paladin's smites don't work in Hell, his god has no power here. Devils resist fire, and have resistance to weapons, etc.
As far as taking their gear, that's not always a bad idea, but you'll get mixed opinions on it. If you do it, make sure they can get it back relatively quick. Don't have them fighting with rocks and sticks for multiple sessions. Maybe one of their captors is looking to escape too, or overthrow the overlord and will get the party's gear if they help. That gives them a choice to make, and you get to throw in some unintended consequences.
If your main concern is on overpowered magic item, my advice is to let it ride. It won't be overpowered for long, and as DM you can always tinker with monster number, HP, resists to counter it. Again, it's a feel-bad moment for a player when you take their cool toys. If it's very disruptive for your game, or you're worried about party balance, then just talk to the player and say you need to nerf it some. You can reduce it's charges or lower the damage dice. Basically anything is preferable to saying "this item is too strong you can't use it anymore".
Hopefully some of that was coherent and useful, but good luck with your game. Hope everyone has fun.