Turmish Barbarian group

Turmish Barbarian group is a troop of a Turmish Barbarians including a Turmish Leader, two Turmish Thugs, a Turmish Sorceress, and a Turmish Thief. They're found in the Five Flagons Theatre as part of the Running the Five Flagons Playhouse and part 7 of the questline, called "Barbarians have invaded the theatre".
As soon as hostilities begin the Sorceress is scripted to launch a "tatoo of power" contingency. The others will move forward to engage in missile fire and or close quarters combat.
== Gallery ==
:Portraits from Portraits Portraits Everywhere
BDTURM01.jpg|thumb|Turmish Leader attacks with four other barbarians as part of the theatre invasion. You must defend yourself!
== Mod content ==
The Sword Coast Stratagems mod makes the usual adjustments to the barbarian group, by assigning smarter default AI scripts to improve tactical decisions, spell casting, and counter measure behavior. 
The Turmish Leader now has a Beserker Kit and will use the Enrage innate ability. He is assigned 3 pips in Two-handed sword weapon proficiency and 2 pips in two-handed weapon fighting style. Random SCS treasure is placed in the inventory. 
The two Turmish Thugs are assigned 4 pips with Shortbow and 2 pips in Bastard Sword weapon proficiency.
The Turmish Thief is assigned 1 pip in Short Sword, 1 pip in Crossbow and 1 pip in single-weapon fighting style. The Thief will use its Bolt of Lightning ammo in ranged combat. Random SCS treasure is in the creature's inventory. 
The Turmish Sorceress is revised by SCS. The mod does not need the undroppable 'Stonskin" ring and gets rid of it. The mage opens up with uninterruptible protective buffs of Mirror Image, Shadow Door, Minor Globe of Invulnerability and Minor Spell Turning. The script then makes an evaluation and opponent vulnerability assessment to select appropriate offensive spell casts, which are different than the unmodified mage. Some options are conjuring creatures to attack such as Earth Elemental or Fire Elemental, as well as Efreeti and Nishruu if a mage is seen. Most spells cast by the mage are slanted toward conjuration types, like Melf's Acid Arrow. The mage will periodically reapply some protections if able. Expect summoned creatures to be the priority attack method by the Sorceress. A random SCS treasure is in her inventory as well as 25 gold.
A Minor Sequencer is prepared that fires a double Melf's Acid Arrow. It will be used if able.
A Spell Trigger is prepared loaded with Improved Invisibility, Stoneskin and Teleport Field. It will be used if able.