As a sort of epilogue, I had a talk with the DM the night before the game, and we talked some more before the other players arrived.
He agrees that he was doing a railroad, but he said part of it was that the actions of one PC shocked him so much that he kind of froze up mentally. The PC committed a senseless murder and the city pretty much failed to react because the DM couldn't think of an appropriate reaction.
BTW: The DM is a softie in many ways, so simply having the PC arrested and hanged was simply not an option. His mindset went more with, "How do I avoid a punishment that drives the PC out of the game?"
In any case we were two players short (courtesy of the Flu season), so he pretty much had to change his plans. We ran a side adventure, a trip to Tor (Celtic land of the dead) to meet the Wild Hunt as they delivered the souls of the fallen. We really wanted to talk to those advisers and learn what they knew.
Not surprisingly, some of the "volunteers" who accompanied us turned out to be bad guys (I'd practically invited them, on purpose), and we had a nasty little battle right at Death's door.
The net/net is that a major baddie died, and is going to try and outrun the Wild Hunt next game session. Two PCs (mine being one of them) volunteered to run from the Hunt as well, to try and recover a PC who died something like a year ago, game time. My character has escaped the Hunt once before (barely), and the Huntsman really wanted a second shot at me.
Since my character has 24 hours to prepare this time, I plan to cheat like hell. (Horses stationed across the countryside, in relays, among other things.)
Anyway, the railroad has jumped the tracks, and the game is back on track.