It does make sense for the cult to start memberless (nothing but a leader), and it would simply be the leader's job to recruit every night to make it a true "cult".
Now then, the cult could be handled (by the host) in a number of ways. It could possibly be a pro-town cult, with the main advantage here being that anyone joining effectively becomes a mason (confirmed same faction for everyone else in it).
Much also depends on the order in which night actions are resolved. Assuming a cult recruitment happens before a kill (also assuming Two didn't die because he targeted a mafioso to recruit), it's very possible someone else is in the cult. Furthermore, cult leader death is sometimes handled by passing the role to the oldest living recruited player. If this were the case, whomever he recruited is now the leader of the cult. Two would then become a normal member on revival because there would already be a new leader at that point.
Either way, it doesn't really make much sense to lynch Two. If it's a pro-town cult, it's counterproductive to lynch people in it. If it's an anti-town cult, killing Two doesn't help much since the leader is still alive. If it's none of the above and Two really is just a solo cultist that can't recruit, he's not a threat to us at all.