https://5e.tools/adventure.html#tftyp-tsc,-1,20.%20kobold%20colony,0>Kobold Colony>The strong wooden door that leads to the kobolds' living quarters is barred from the inside. Characters who give the proper password ("Ticklecorn!" spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince the kobolds within to unbar the door. Otherwise, the kobolds open the door only when guards return to the room for a shift change.>Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other implements of a primitive culture are visible through the haze. Several small figures busily work and play within the chamber.>Twenty-four kobolds occupy the room, but only three kobolds are capable warriors that challenge unescorted intruders. Seven other kobolds are commoners, but with 3 hit points each, and a −1 reduction to hit and damage compared to the Monster Manual statistics. The other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the kobolds capable of fighting run away if they are outmatched.>The kobolds here answer all questions with a quick "Yusdrayl knows.">An attack on these kobolds brings reinforcements, as described in area 19, though each group arrives 1 round later because of the extra distance it must traverse.Reminder that because the gang killed Meepo and three other kobolds whom they were supposed to befriend, the gang is now destined to perform genocide upon 24+ additional kobolds, including 21 noncombatants.
This war crime can be averted if the gang remembers that kobolds are sapient.