The official BG1 Manual (for your convenience, see BG-english.pdf (http://readme.classicadventuresmod.com/BG-english.pdf)) describes some of the Power Groups and Major Characters of the region. Part of this description includes a list of particularly noteworthy equipment possessed by some of the most powerful/influential characters encountered in the game. My belief is that the the official BG1 Manual is just as cannon and true to the original designers' intent as any of the other loose threads BG1 UB content is based on, and thus I purpose adding a component restoring the noted missing equipment to these characters. Quoted below are relevant excerpts from the Manual with the descriptions of the missing equipment underlined by me, along with my preliminary notes and thoughts.
Drizzt Do’Urden
(Dritst Doe-URR-den) Drizzt the dark elf (Chaotic Good, drow elf male, ranger 16th level). A renegade drow ranger who has escaped the oppressive regime of his underground homeland, Drizzt Do’Urden is among the most famous of drow in the Realms owing to his deeds on the surface. He may be found abroad while engaged in acts of daring, particularly in rolling back the tribes of goblins and evil humans in the North. His fame and hatred of his former homeland has made him a target of other drow who hope to earn favor with their evil goddess Lloth by killing the renegade. Drizzt wears mithril chain mail +4, a gift of King Bruenor. He wields two magical scimitars simultaneously. These scimitars are Icingdeath, a frostbrand +3, and Twinkle, a defender +5, which glows when enemies are near. His most prized possession is a figurine of wondrous power of an onyx panther. The panther’s name is Guenhwyvar. He doesn’t use the panther unless severely taxed, as he is limited to using it for a certain period of time each day.
C6GUEN.CRE from BG2:EE seems a good candidate on which to base the summoned Guenhwyvar CRE. At a minimum, the Allegiance would need to be changed and the Melee damage should probably be upped from the base "CATJAG.ITM" that is currently being used.
Taerom “Thunderhammer” Fuiruim, Beregost
Taerom (Neutral Good, human male, fighter 5th level). This master armorer has his own smithy in Beregost and is a smith whose work is admired even by dwarves. Though he’s grown white-haired with the passing of years, he’s still an active, burly giant of a man. He keeps to himself, working at his forge, but can slay gnolls with a single blow of his12-foot-long iron staff. Taerom has often made items fine enough for wizards to enchant, but these days he’s more apt to make small, useful things like hooks, locks, hinges, and coffers. He sports magnificent muttonchop whiskers and stands almost 7 feet tall, with shoulders almost 4 feet broad. He has a distinctive rolling stride.
Thunderhammer Smithy, Armor Maker and Weaponsmith
Taerom ”Thunderhammer” Fuiruim is a burly giant. His chestnut hair and mutton-chop whiskers are now shot through with gray and white, but his huge hands remain strong and deft. He is a master armorer, and his warmongery equals the best in Faerûn. On several occasions he’s made items for Thalantyr to enspell, and even dwarven smiths admire his work. Taerom keeps over a dozen apprentices busy with all the orders that come his way (mainly from Amn). He fights with a huge iron staff and has been known to slay gnolls with a single blow, but is generally a quiet man. He is not given to leadership, but is respected in town more than anyone else.
I would think a new item would need to be created here. I imagine it would not be usable by the shorter races (gnome, dwarf, halfling, etc.), and IMO it should do something special against gnolls. It could be anything from a bonus to hit and damage to double damage, or even Save vs. Death or be slain. This last option would be my personal choice.
Thalantyr the Conjurer, Beregost
Thalantyr (Neutral Good, human male, wizard 17th level). An archmage of note, Thalantyr is a courtly, solitary man who enjoys walks in the countryside while armed with his staff of power. He dwells in a guarded estate known as High Hedge, west of Beregost. Once an adventurer who eagerly sought the lost magic of Netheril in crumbling ruins, he’s now retired. And although he’s left the perils of that profession, he’ll help other adventurers with advice and spells for fees. He’ll also warn them that they may find a lot more than they intended to, as he did – but won’t be much more specific. One gathers from long conversations with him that he met some sort of horrible monster and was enslaved for a time, escaping only through luck. He is said to have won his freedom with spellbooks and other magical relics of Netheril that make him self-supporting, so that he need not travel the planes or go adventuring in Toril any longer.
High Hedge
West of the main settlement of Beregost stands High Hedge, Thalantyr’s estate. Thalantyr is a courtly man who can sometimes be seen walking about the countryside, his long, black staff in hand. Locals say he’s interested in far-off places and things, and is sometimes absent for long periods. Those who’ve seen his abode say that it’s a dark, turreted stone house.
The "Staff of Power" (STAF12.ITM) from BG2:EE seems a good candidate to me.
Keeper of the Tomes, Ulraunt, Candlekeep
Ulraunt (Lawful Neutral, human male, wizard 9th level). The head of fortified Candlekeep, Ulraunt is a proud scholar, one of the most learned – and one of the most haughty – people in all Faerûn. His sharp tongue, large nose, and dark-eyed, hawklike gaze have earned him the nickname ”the Old Buzzard” among acolytes down the years – a term that has even crept into general use in the Coast lands. Ulraunt has access to more spells than most wizards see in their lives, and he reportedly keeps in practice casting them in his private turret chamber and in caverns deep beneath Candlekeep. A secret passage is said to connect these heights and depths. He bears a magical staff of office rumored to be a staff of the magi with extra, extremely potent powers. Ulraunt and those among the Great Readers who are wizards have access to spell scrolls all over Candlekeep – scrolls hidden behind wooden panels and within false tomes. Ulraunt’s chief interest is acquiring ever more information. His aims in life are unknown beyond making Candlekeep the seat of a land of scholars and a power on the political stage of Faerûn. Several tales link him with young ladies of various noble houses, Waterdeep, and Tethyr in his earlier years – and there’s a newer rumor tying him romantically to some of the icy-cold, haughty elven ladies who come to the Sword Coast from Evermeet.
The "Staff of the Magi" (STAF11.ITM) from BG2:EE seems a good candidate to me.
The Harpers
The Harpers are a semi–secret society based in the Heartlands, The Harpers have seen a number of incarnations through the years, with rising and falling levels of political power. They are primarily a group that is allied with a number of good churches, and are receiving support from powerful neutral parties, including druidic circles. Their aim is to keep the dangers to civilization at bay, including goblin raids, dragon flights, and the insidious control of other groups such as the Zhentarim, Red Wizards, the Commer, or the Cult of the Dragon. They believe in the power of individuals, the balance between the wild and the civilized, and the good of humankind and its allied sentient races. They also believe in preserving the tales of the past, so that one may learn from those tales for the future. The Harpers attract a wide variety of character types, but this society is most attractive to elves, rangers, and bards. Harpers are spread throughout the North and the Heartlands, often operating in secret. They are by their nature meddlers, and often operate alone or in small groups to achieve their ends, Except when battling long-term foes, it is unimportant to them if their name is connected with their actions (their own tales and songs are another matter). The Harpers are an amorphous organization, and as such have no main base of operations. The Harpers are a force of good in the Realms, and good-aligned characters may find themselves being aided by unseen allies if their business aids the organization. The only hint as to these allies’ identity is the harp and moon symbol of the group.
The question is, are any of the harpers encountered by the party of important enough status within the organization to be wearing a Harper Pin? If yes, the "Harper Pin" (MISC5X.ITM) from BG2:EE would be a good candidate. The description of this item is:
A Harper pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. Harper pins are not attuned to any particular person, but you would be hard-pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor.
Entillis Fulsom (ENTILL.CRE), Delthyr (DELTHY.CRE), and Tel-anon (TELANO.CRE) actually identify themselves as harpers, plus we find out Khalid (KHALID.CRE, KHALID2.CRE, KHALID4.CRE, KHALID6.CRE) and Jaheira (JAHEIR.CRE, JAHEIR2.CRE, JAHEIR4.CRE, JAHEIR6.CRE) are also Harpers. There are also, of course, Gorion (GORION.CRE) and Elminster (ELMIN1.CRE, ELMIN2.CRE, ELMIN3.CRE, ELMIN5.CRE).
Of these, Entillis seems to have been well acquainted with Gorion and seems to be in recent if not frequent communication with Elminster, plus is described as an older man and is a decently high level (11?) mage. I find it likely he would have a Harper Pin. Next is Delthyr who was trusted enough by the harpers to have been chosen to deliver very important information (concerning the well-being of an entire city) to someone they suspected was one of the spawn of Bhaal. He may or may not have been an important enough Harper to have a Harper Pin. On the other hand, Tel-anon is obviously just a low-ranking minion, and not even a minion that can follow orders. He definitely wouldn’t have been honored with a Harper Pin. Likewise, Khalid and Jaheira are very inexperienced when they meet the PC, and although they seem to be familiar with many of the Harpers in the area, they don't strike me as particularly important members of the organization at this point. I definitely think Gorion would have had a magical Harper Pin, and considering the protections it gives the bearer, he definitely would have warn it when leaving Candlekeep with his ward. Having said that, I don't think the PC should be given such a powerful magic item that early in the game. That just leaves Elminster. While I have no doubt Elminster could have warn one of these Harper Pins if he wished, I doubt he would have felt the need to. Everyone would know of his association with the organization already, particularly other Harpers.
Although not specifically stated, one could construe a number of other equipment based tweaks from these and other descriptions. For instance, based on this description of Volo, I could see where he would always carry a few Potions of Invisibility and perhaps a scroll of Dimension Door on his person at all times.
Volothamp Geddarm
Volo (Chaotic Good, Human Male, Wizard 5th level). A roguish magician known for his neatly trimmed beard, stylish beret and acid tongue, Volo is a feature throughout the Realms – a brief feature, since his honesty in reporting often puts him at odds with the local merchants, constabulatory, and wizards. He has written a number of works, including a popular series of guides to various cities and Volo’s Guide to All Things Magical, a suppressed work dealing with magic “for the common people.” Volo is an eminent sage who concerns himself with wizards and with the geography and lore of the Realms.
Eminent indeed! - Elminster
As a result, he is a fountain of knowledge on subjects and more than willing to share the juiciest portions with whomever will listen. As a result, Volo must move around a lot in order to stay alive, which adds to his storehouse of information on geography, Heroes may find Volo anywhere in the Realms, usually on the run from this irate wizard or that angry innkeeper.
The price of fame, or infamy? - Elminster
On a related note:
ToSC StringRef 6493:
[Note for Daveaorn 3]Davaeorn,
As you have probably heard, the iron poison has begun to take affect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Black Talon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold.
Rieltar.
Elient, 1370
I have always been of the opinion Tranzig should have a Bag of Holding. In my earliest days of playing Baldur's Gate, I even spent a couple of RL days wandering around the Cloakwood maps looking for a guy carrying bags of holding full of ore! :)