Well, the party that I'm currently playing with jumped Kullen's group after closing time at the Feral Dog. I provoked the drunken crew into attacking our party... needless to say we all survived (my character barely after going toe-to-toe with a raging Kullen). We killed Kullen, one of the henchmen, knocked out the mage and the other fighter/henchmen ran away in the dark.
So, needing to interrogate the mage, we hauled him off to the Land farm, healed him up, and then dragged him trussed up to the edge of the excavated graves and thoroughly threatened him til he coughed up the information we needed.
Now the party is a human fighter (me), a human wizard, a human cleric, a halfling rogue and a new addition, a dwarven monk. The monk was all for killing him, the wizard and rogue were asleep, and the cleric (in terms of "justice" and "retribution") was all for burying him alive in a new grave. My character was semi-willing to follow along as we didn't have enough evidence to turn the mage over to the garrison, and we didn't exactly want to get involved with them at this point until we had more information... we couldn't just let him go... so kill the mage? after healing him? The DM started hinting that "torture" wasn't going to sit well with the characters...
Solution? After some discussion we decided to haul the prisoner back to the Whispering Cairn... my solution was that if we needed him out of the way, that the ghost of Alaster Land could watch over him, and when we closed off the wind trap on our way out, there would be no way for the mage to escape... especially NOT with the ghost of the son of the people's graves he helped desecrate standing guard...
My DM was quite satisfied with our "unique" solution to the problem... and my honor's still intact.
Any other "unique" solutions out there?