Here's some NPCs I used in the adventure. I took "hand of death" for many of the cultists, as they are drawn from the ranks of common and are adept at just blending in to society around them, and they are fanatical (=resolve.) That this help against the priest PC's too-good stress attacks was a bonus.
Rakeshame Lackey (Medium Folk Walker — 28 XP): Str 12, Dex 10, Con 10, Int 10, Wis 8, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def V; Res III; Health III; Comp I; Skills: Athletics III, Intimidate III;
Attacks/Weapons: Club (1d8 subdual, threat 20)
Treasure: 1A, 1C
Rakeshame Bouncer (Medium Folk Walker — 61 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Res V; Health VI; Comp II; Skills: Athletics V, Intimidate V, Notice III, Resolve III; Qualities: feat (two hit combo, wrestling basics, wrestling mastery), menacing threat, tough I.
Treasure: 1A, 1C
Cult Enforcer (Medium Folk Walker — 58 XP): Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def IV; Res VI; Health IV; Comp IV; Skills: Athletics IV, Blend IV, Bluff III, Resolve V; Qualities: fearless I, feat (Ambush Basics, Club Basics, Wolf Pack Basics, Wolf Pack Mastery).
Attacks/Weapons: Unarmed (1d3 subdual or 1d4 lethal), Club (1d8 subdual)
Treasure: 1A,1C
Cult Sorcerer (Medium Folk Walker — 78 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def IV; Res VI; Health VI; Comp V; Skills: Blend V, Bluff V, Intimidate V, Resolve V, Spellcasting V; Spells: Call From Beyond II, Deadly Draft, Mage Armor, Polar Ray I, Scare II; Qualities: condition immunity (baffled, frightened), feat (Casting Basics, Glint of Madness, Spell Conversion-Area, Spell Conversion-Time), menacing threat.
Attacks/Weapons: Club (1d8 subdual)
Treasure: 2M, 1T
Vikki Tarjay (Medium Folk Walker — 82 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init VI; Atk V; Def VII; Res IV; Health IV; Comp V; Skills: Acrobatics VI, Athletics VI, Blend VI, Notice VI, Prestidigitation VI; Qualities: class ability (Explorer: tomb raider, Scout: sneak attack 1d6), feat (Ambush Basics, Ambush Mastery, Basic Skill Mastery-Actor, Lightning Reflexes).
Attacks/Weapons: Short Sword (1d8 lethal, TR 19-20, keen 4, upg: finesse), Buckler (1d3 subdual, guard +1, upg: grip, finesse), Light crossbow/std bolts (1d6 lethal, TR 19-20, poisonous, AP2, load 5, range 50 ft. x 6, ammo 30)
Gear: Partial Studded Leather Armor (DR 2, upg: fitted, no DP), fast acting debilitating poison (3 doses, 2 con damage)
Treasure: 1A, 1C, 1G
Petty Assassin (Medium Folk Walker — 58 XP): Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res V; Health III; Comp III; Skills: Acrobatics IV, Athletics V, Blend V, Sneak VI; Qualities: feat (Ambush Basics, Ghost Basics).
Attacks/Weapons: Dagger (1d6), Hand Crossbow (1d6, TR 20, poison, AP2)
Treasure: 1C, 1L, 1M
Corrupt Guard Captain (Medium Folk Walker — 64 XP): Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk VI; Def IV; Res IV; Health IV; Comp III; Skills: Athletics IV, Bluff V, Intimidate V, Investigate V, Sense Motive IV; Qualities: feat (Armor Basics), treacherous.
Attacks/Weapons: Longsword (1d10 lethal)
Gear: Armor (Moderate Studded Leather DR 3)
Treasure: 1A, 1C, 1G
Serpent Person Captain (Medium Folk Walker — 94 XP): Str 12, Dex 14, Con 11, Int 12, Wis 10, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def V; Res V; Health III; Comp V; Skills: Athletics VI, Disguise VI, Sneak VI, Survival VI, Tactics VI; Qualities: class ability (Captain: battle planning I, Scout: stalker, Soldier: armor use I), feat (ambush basics, greatsword basics, surge of speed, wolf pack basics, wolf pack mastery), shapeshifter I.
Attacks/Weapons: Falchion (1d12 lethal, TR 19-20, AP 4, Cavalry)
Gear: Light Partial Scale Mail (DR 3, Edged Resistance 2, -1 defense)
Pirate (Medium Folk Walker — 46 XP): Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def IV; Res III; Health IV; Comp II; Skills: Acrobatics IV, Intimidate VI, Ride VI; Qualities: menacing threat, tricky (Cheap Shot).
Attacks/Weapons: Short sword (dmg 1d8 lethal; threat 19– 20; qualities: keen 4)
Mounts and Vehicles: Ship
Gear: Partial leather armor (DR 1; Resist Fire 3; DP –1; ACP –0; Spd —; Disguise +0), saddlebags
Treasure: 1A, 1C, 1L
Lucius (Medium Folk Walker — 36 XP): Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res V; Health III; Comp III; Skills: Crafting IV, Investigate IV; Qualities: feat (basic skill mastery-investigator), interests (ancient history, arcane arts, continental history, freeport history, geography, librarian, the planes).
Competent Assassin (Medium Folk Walker — 78 XP): Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def VI; Res V; Health III; Comp III; Skills: Acrobatics IV, Athletics V, Blend V, Resolve IV, Sneak VI; Qualities: class ability (Assassin: hand of death), feat (Ambush Basics, Bow Basics, Ghost Basics, Knife Basics), treacherous, tricky (Mix Up[Distract], Mix Up[Feint]).
Attacks/Weapons: Dagger (1d6), Hand Crossbow (1d6, TR 20, poison, AP2)
Treasure: 1C, 1L, 1M
Seasoned Cultist (Medium Folk Walker — 59 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def IV; Res V; Health III; Comp III; Skills: Blend III, Bluff IV, Crafting III, Notice IV, Resolve V, Spellcasting III; Spells: Call from Beyond II, Scare I, Ray of Enfeeblement; Qualities: class ability (Assassin: hand of death), condition immunity (baffled), devoted (evil II).
Regina Meyer (Medium Folk Walker — 109 XP): Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VI; Health V; Comp VI; Skills: Blend VII, Bluff VI, Impress VII, Notice V, Resolve VI, Spellcasting VIII; Spells: Call from Beyond III, Charm Person, Counter Magic I, Flawless Fib, Insanity I, Mage Armor, Phantasmal Killer, Scrye II; Qualities: attractive II, beguiling, cagey II, class ability (Assassin: hand of death), condition immunity (baffled), devoted (deceit II, evil III), story-critical, veteran II.
Brawler II "Blood Fiend" (Large Outsider Walker — 56 XP): Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 40 ft. ground; Init II; Atk V; Def V; Res II; Health V; Comp I; Qualities: contagion immunity, damage reduction 1, darkvision II, menacing threat, superior jumper II, unnerving.
Attacks/Weapons: Broad Axe (dmg 1d12+3, tr 19-20, q massive, ap 2)
Mendor Maergon (Medium Folk Walker — 96 XP): Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Res VII; Health IV; Comp III; Skills: Bluff IV, Impress IV, Intimidate VII, Investigate IV, Resolve IV; Qualities: cagey III, feat (all out attack, cleave basics, cleave mastery, followers, iron will, rage basics, rage mastery), natural spell (charm person II 3, command I 2), unnerving, veteran I.
Attacks/Weapons: custom longsword (1d12+1 lethal, ap 2)
Gear: Hardened Leather Armor, partial, lightweight - DR3
Anwaad Foustaff (Medium Folk Walker — 91 XP): Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def IV; Res V; Health III; Comp III; Skills: Blend IV, Bluff IV, Impress VI, Notice IV, Resolve V, Spellcasting IV; Spells: Call from Beyond II, Mage Armor, Ray of Enfeeblement, Scrye II; Qualities: beguiling, class ability (Assassin: hand of death), condition immunity (baffled), devoted (deceit II, evil III), feat (basice skill mastery-actor, casting basics, repartee mastery, spell conversion-casting time), interests (a: evil, s: yellow sign), veteran I.
Semphi Tiersten (Large Folk Horror Walker — 105 XP): Str 14, Dex 8, Con 13, Int 14, Wis 14, Cha 12; SZ L (1×1, Reach 1); Spd 20 ft. ground; Init IV; Atk V; Def IV; Res VI; Health V; Comp III; Skills: Athletics III, Intimidate V, Notice IV, Resolve IV, Spellcasting IV; Spells: Call from Beyond II, Mage Armor, Ray of Enfeeblement, Scrye II; Qualities: condition immunity (baffled, frightened, shaken), devoted (evil III), fearsome, feat (glint of madness), interests (a: evil, s: yellow sign), unnerving, veteran I.
Attacks/Weapons: Claw II × 2 (grab)