"Sounds good."
Before approaching the cave, Stormsong gathers his friends and sings, in a low voice, an inspiring song from his boyhood, one used to inspire before war games. He sings a few bars, so that Bardic Inspiration flows through all of his companions.
OOC:
if I can take three rounds before we go in, I'd like to use all 3 of my BIs.
Bardic Inspiration -- You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
He approaches the mouth of the cave, hiding along the side so those inside wouldn't see him. If a group emerges including the ogre and leader, he'll cast faerie fire (violet) on the lot of them as his first action (DEX DC 13). If it's just an average orc, he'll save the spell and follow Kama's lead.
OOC:
1 action; Range: 60 Feet; Components: Verbal; Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.