I'm running a TFA campaign, and I've got the whole story arc mapped out (provided the characters follow it, which is never a guarantee), but I'm struggling with a good way to orchestrate the party's betrayal and capture.
There's an NPC they've met who's really a spy for the First Order, and I'd like to have the spy betray them and get them captured, but I want to come up with something that both ensures their capture, and doesn't feel like they don't have a way out of it. So I'm looking for suggestions.
My idea is to have the NPC get them to a small moon base and vent all the air from a particular room while they're in it (the NPC included, to both ensure it happens and to protect the spy's cover). Once they're unconscious, hidden FO troops restore the air and capture them all. So I'm looking for a thematic trap that the party can't possibly avoid, hehe.
Does that sound workable? Are there better ideas? Does it smack too much of "I'm forcing the party to play out my story instead of creating their own"?