Beldar
2021-03-27, 10:11 PM
Brass Dragon Villages
aka Kingdoms of Glass
aka Friendship is Magic
The D&D game designers set up a bunch of conditions and descriptions of things in their game design. But they left it static. They never thought through what would happen if they hit "play" to see how their starting conditions would work out over time (ie, what the denizens of their game would likely do with those starting conditions, just in the course of living their lives as best they could, and what the results of ordinary approaches to living would be, in those extraordinary conditions).
This is an attempt to do so, in one small area.
The Brass Dragon is the weakest of the good-aligned dragons.
They share a habitat (deserts and arid wastes) with Blue Dragons - the 2nd strongest of the evil-aligned dragons.
The blue dragons would gladly wipe out the brass dragons, easily can in one-on-one matchups of similar sizes or ages, and the brass dragons know that.
Many animals, in such a situation, would hope that hiding and running would be enough to save them, but the brass dragons are smart enough to see that is a losing proposition in the long term.
The brass dragons thus have a strong motivation to gain something extra to help them defend against the blues - something the blues can't simply duplicate.
Enter the fluff text, which says that brass dragons are gregarious and love to talk and make friends.
Friends come with quite a bit of potential.
And a dragon of any type comes with a lot of advantages if you can befriend them, so many folks would be very willing to befriend such.
Asking if a dragon is smart enough to take advantage of that seems like asking if a dehydrated man would take a drink of water if he could.
Brass dragons like having friends and are very focused on it anyway. And they have need of friends and allies to counterbalance the combat advantages their bitter enemies have.
So from a brass dragon's perspective, it is all benefit and no cost.
Here is an example to illustrate.
A Wyrmling brass dragon, call him Bob, is size tiny with 4 hit dice, an 11 str, +6 attack bonus, AC 15, and a 1d6 breath weapon. He fears the wyrmling blue dragon, size small with 6 hit dice, a 13 str, +8 attack bonus, AC 16, and a 2d8 breath weapon, who lives nearby.
And rightly so. Barring extraordinary luck, the blue would handily win a fight and kill him, and the blue sees himself as an inherent implacable enemy.
The brass wyrmling, Bob, is also feeling a need for friends to talk to, so he goes and finds a community - a village or something along those lines.
Here he has people to talk to and be friends with. And he would tend to act as friends do - doing favors for his friends. They would then feel a need to do favors back for him.
What favors could a wyrmling do for them? Quite a few, even apart from the obvious ones of helping them combat things within his capabilities.
He has a fiery breath weapon.
He could sit in the blacksmith shop (historically this was already a place where folks would tend to gather and talk) and provide the fire for the blacksmith to work with.
This saves the blacksmith fuel, and the time to gather more and blow it with a bellows.
If there is a glassblower, the dragon could similarly provide the heat for him to ply his trade.
And there is plenty of sand in the desert to turn into glass.
He could even have ranks in those skills and set up shop himself (using his mouth as a hand, or special tools in his front claws, or the Alternate Form feat from DragonLance Legend of the Twins page 13, which gives him the ability to change into a human form, though this feat is unavailable until he is an Adult).
Some would argue that Bob's breath is not yet hot enough to melt sand into glass, even given that the sand doesn't cool immediately and therefore multiple heatings can combine to help raise the temperature. Be that as it may - in the worst case he can at least greatly reduce the need for combustible fuel.
Whatever form his contribution takes, productivity increases and with it, so does prosperity.
He also has a burrow speed.
So he can dig basements, root cellars, sewers, defensive moats (which are still defensive aids even when not full of water) and similar things for them, fusing the walls of his burrows into glass to stabilize them and shore them up if needed.
Glass the thickness of a window-pane is not strong, but if you have ever seen one of those walls built of glass blocks (usually 6 or 8 inches square and 4 inches high per block), you know that thick glass can be quite strong.
Bob could even dig underground dwellings for them, and, in the hot desert, these are far more desireable than above-ground dwellings since they tend to stay cooler.
The principle difficulty of living inderground is that it is dark, but in stabilizing the walls by fusing them into glass, it seems likely they'd discover that glass pipes in sunlight just fine, lighting their dwellings admirably, and just as much or as little as they want, since the glass can be covered, whether in part or entirely, to adjust how much sun gets in.
The first few basements whose glass walls poked above-ground would easily teach them this principle - that light will flow in through the glass.
Bob could also dig wells for the villagers. This is of great value in a desert, and by itself could lead to greater prosperity across the board.
Another thing Bob could do is scout. He has a fly speed of 200, making him one of the fastest things out there.
A couple flights a day could give the village plenty of warning of approaching monsters or armies.
It could also find caravans or travelers lost in the desert, or wild animals moving through the area.
And in cases of wild animals, Bob really shines. He can spot them, go back and inform the villagers, return, swoop in, and put the animals to sleep with his alternate breath weapon. Then the villagers can haul them to the village, put them in pens, and become ranchers.
So, wild horses, camels, goats, sheep or whatever become livestock.
And they can similarly collect hyenas, jackals and the like - whatever they encounter. They can try domesticating them if they wish, or can just fry them up and eat them.
In fact, if they concentrate on clearing out predators like that, then any other wild animals have a population surge, as predation on them slows or ends. They are then available to be predated upon by humans.
And any attempt to work with animals, even domesticate animals not normally domesticated, becomes easier given that Bob can cast Speak With Animals 3 times per day.
Training your mule becomes simple when you can tell him exactly what you want and what signals you will use.
Training a pack of hyenas to act as guard dogs may be possible if you can spell it out to them clearly what the deal is, and that it is that or be eaten.
So the food supply for the village surges, as does the useful work they get from their animals, as do the numbers of those animals, and the people prosper.
Bob is good aligned, and good people take pleasure in helping others, especially their friends.
The blue dragon is evil aligned, and evil takes pleasure in hurting others. Evil does not have friends, though it may have minions or slaves.
Bob is good to those around him, and so, in general, they will be good back to him. This includes loyalty, trustworthiness, bravery and even self-sacrifice sometimes when needed.
The blue dragon is a solitary beast, but if he was around others, he would be evil to them, and they in turn would be evil back to him - though they'd be careful to do it in ways so as not to be caught.
So Bob, in helping his village full of friends (and it may take a whole village to satisfy his immense need to talk), would find himself helping in their defenses too - fighting alongside them in defending against orc raids and whatever other dangers his friends face.
And in return he would ask the same - not to inappropriate levels: he does not see his friends as expendable cannon-fodder (as the blue would see his minions). But even a little bit of help in a not-too-risky manner would make all the difference. Even a "fire just two shots for me, then run" doctrine should be enough.
So, when the blue finds Bob and attacks him, the situation would be at least this, assuming Bob has had even a couple weeks in the village:
The village has a couple new wells, and some animal pens (even if the pens are simply wide shallow pits due to lack of other building materials) filled with captured formerly-wild animals who are well on the way to being domesticated due to Speak with Animals.
The town's work animals, chickens etc are easier to handle and work with since they know what is expected of them.
Some underground buildings have been dug, and their uses explained and demonstrated.
And Bob the brass dragon spends most of his days making the blacksmith's life easier by breathing fire, while talking to everybody in what has become the favorite town hangout.
So the village is rapidly becoming more prosperous because of Bob, and now that prosperity is threatened, as a blue dragon shows up to kill Bob.
Bob only asks them to take two shots each, from cover, while the blue is not looking.
Modern people are not used to facing mortal dangers, so have not often developed their courage in the way ancient people had. D&D villagers face not only attacks from nature such as hyenas and lions, but also from many kinds of monsters. If they live anywhere but in the biggest cities, they have to be familiar, to some degree, with mortal danger.
So Bob's friends are willing to take two shots before hiding.
Even if Bob's village is small and ony contains about 50 people, and even if only 20 of those are able and willing to take a couple shots for him, he is saved.
20 attacks, with no bonuses of any sort, will hit the blue dragon's Armor Class an average of 5 times per volley. So, with two volleys, we expect 10 hits in total. They could be using bows, slings, or whatever they have, but we will assume an average of javelins, which do 1D6 damage.
So Bob's friends do 10D6 damage (average 35) to a creature that has only 6D12 hit points (average 45hp counting his Constitution bonus) - more than 2/3 killing it.
Bob has been expecting ranged support, so would have stayed out of melee until that arrived, which he can do because he is faster than the blue. After the second volley, Bob can take care of the rest and finish off the blue.
And then he can help even more, by harvesting the body of the blue as magical or alchemical reagents, usable by local wizards or alchemists if there are any, or using his great fly speed to go deal with some wherever they are.
He can also try to track down and claim the blue's treasure hoard.
So Bob's approach of making friends and mutual aid works at the lowest levels and abilies. And it scales up just fine.
Availability of magical reagents attracts those who can use them.
These reagents are available not just from what Bob and his friends kill, but Bob himself can spare some.
Every part of a dragon is magically useful, and Bob won't miss and can contribute the equivalents of hair, eyelashes, fingernail clippings, saliva, tears, dandruff etc. with no cost.
Not that he has hair, but there are similar things, like shed scales, for his type of creature.
When he gets wounded in battle, he can contribute blood, if only from his bloody bandages.
And if you use magic to do the equivalent of elective surgery, he can contribute much much more.
With spells to eliminate pain and rapidly heal wounds, Bob could contribute just about any body part as a magical reagent, especially once regeneration becomes available.
Would he want to?
In the real world, people do things like donate kidneys to strangers who need them, even though that constitutes a permanent loss for themselves, with consequent vulnerability and painful healing. They do it because they are good people and they see a need.
Bob can do similarly, yet it costs him no pain, no disability, no downtime while healing.
So when he sees a need, such as a Decanter of Endless Water to really help his village of friends thrive, why wouldn't he go through a procedure with no real cost to himself in order to fill that need? He can sell some blood, hide or whatever, to wizards and such who want it for making magic items, and with the proceeds buy himself some treasure (a Decanter of Endless Water, a Lyre of Building, or whatever) which both increases his hoard (always dear to a dragon's heart) and also helps his friends.
Consequently Bob's village grows more prosperous, his hoard grows, wizards move in to take advantage of the supply of magical reagents, clerics move in because Bob is willing to pay for healing spells, and all of them prosper and become Bob's friends.
So as Bob grows, his friends are also growing in power.
His "just two shots" request remains the same, but its power grows as does the power of his friends. Soon those "two shots" include some Magic Missiles, Sneak Attacks, Smite Evil or similar support, and can take down bigger threats.
All dragons gain abilities as Sorcerors, and the familiarity with magic that comes with it.
And all dragons have Knowledge: Arcana as 'class skills', and dragons get 6 skill ranks per hit die. So It is likely that Bob has some ranks in Knowledge Arcana.
Therefore it is arguable that he should be able to teach what he knows - in this case, magic.
So any of Bob's friends who have 11 intelligence or higher could be taught as wizards if they wish (which would give Bob whole new things to talk about at length).
This is advantageous to both Bob and them. They need not go adventuring, though they can if they wish.
Such of Bob's friends as learn a level of wizard gain a spell or two (or more if they have high intelligence and pursue more levels), which can greatly help them in their ordinary lives.
Picture a blacksmith who has Endure Elements. Or a glassblower or desert scout for that matter.
Picture a farmer who can cast Mount to help plow his fields. He need not feed nor care for the beast, but gains its effort daily.
Picture an orchard owner who no longer has to haul a ladder around to pick the highest fruit on his trees - he just casts Unseen Servant to do it.
And anyone could save time cleaning things by casting Prestidigitation.
Bob has one condition on this teaching - he will teach those who are willing, every other day, to have one combat spell (non-cantrip) such as Magic Missile ready for defending the town (which includes defending Bob).
For those with 11 intelligence, this means using their 1st level spells for useful work only every other day, which is still a huge advantage.
For those with a 12 or better intelligence, their bonus spell can cover that obligation and leave them a useful spell every day.
Massed Magic Missiles can do a scary amount of damage.
So the town (and Bob) are now much better defended.
Similarly it is in Bob's interests to pay for promising young people to be trained as clerics, even if they can never advance far in that line. Having a bunch of people in your growing town who can cast Cure Light Wounds once a day is a transformative thing. It changes things all out of proportion to the investment it took.
This is even more true if they can choose the right clerical domains. Several of the domains allow the cleric to command animals or monsters of certain sorts just as evil clerics command undead. Seat them on a fast horse so they can get away if it doesn't work, and basically take 20 on the check to command something. Eventually most clerics will succeed, even without any bonuses, if they are not aiming too high (ie, trying to get a particularly powerful target).
Such commanded creatures can be helpful in combat.
But arguably they can be more helpful in other ways.
Giant spiders, common in the desert, commanded in this way can weave webs as you like, resulting in a silk and weaving industry.
Snakes and scorpions can be milked for poison, to be used in alchemy or as combat enhancers (your "just two shots" have more effect when every javelin in the armory has a blob of poison on the tip, covered by bees wax to keep it safer).
And there are many types of plants, elementals, animals, and vermin which can be commanded and used for primarily economic pursuits.
These clerics can also cast other useful things, such as the Create Water cantrip.
Half dragons exist, and while Bob isn't going to rape anyone like evil dragons would, it is possible he will fall in love with someone, get married and have offspring, especially after he reaches the age necessary to get Alternate Form and seem human.
And whether Bob does or not, some brass dragons will have a number of half-dragons living in their community, as well as the sorcerors descended from other half-dragons.
All of these are family, and treated as such, and so quite protective of their dragon friend and ancestor.
This greatly helps the combat power of the town or city that Bob's village has grown into.
Bob will almost certainly have a de-facto leadership role in this town or city, no matter how it is officially ruled, simply because it is a fact of human nature to recognize real power in such ways. Bob has real power: from being a dragon, from having a hoard of useful magic items, from having many friends including some powerful individuals.
This will tend to keep the town good aligned - any evil folks will find themselves opposed by Bob's potent forces.
Evil shopkeepers trying to shortchange folks or sell shoddy goods will sooner or later offend one of Bob's friends, even if he is no more proactive than that. They will get spoken to, warned, and eventually will change their ways, get driven out, or eaten.
Evil folks striving to take over so they can have power to oppress others will speedily meet with forceful opposition, since Bob looks out for his friends, and he and his friends work together and like to help others.
Eventually this prosperous place will grow into all kinds of potentials.
There may be glass houses, with mirrored roofs and smoked-glass walls to keep out excess sunlight.
Or maybe many of the glass blocks will be colored, or shaped as prisms in order to have cheerful colors everywhere and play with the light.
Maybe, in playing with mirrors, they will discover fun-house style distorted mirrors, and try things like making buildings look much bigger, or much smaller, than they really are.
Maybe the cities will be mostly underground, lined with glass that both holds up the walls and pipes in as much sunlight (possibly colored in festive ways) as is desired.
Maybe they will even have underground greenhouses or ranches.
Maybe they will seal the greenhouses to prevent the escape of water, add a lot of water, and end up with tropical rainforests in or under the desert, with internal rainstorms several times daily due to condensation.
Some would be surrounded by dry moats and walls. Some would find ways to fill the moat with water (and maybe defensive monsters or fish living in it). Some would find ways to fill their moats with that extremely fine dust that flows like water but looks like solid ground (from the Sandstorm supplement), and thus have moats that acted as quicksand.
Bob's hoard would contain a high proportion of useful things and would get loaned out to friends at need.
So his cities could be defended by half-dragon fighters, with dragonbone bows, dragonleather armor granting them resistance to fire and heat, and spears tipped with dragon fangs or dragon claws.
They'd be backed by an unusually high proportion of wizards, sorcerors and clerics as mentioned previously.
They'd be assisted at need by some higher level types who chose to live here and became Bob's friends, or who even got their start as adventurers with Bob's help and came back here to retire once they'd reached the level of success they wanted.
Some of these would have their own animal companions, familiars, commanded creatures, constructs etc.
Things like Lyre's of Building and Decanters of Endless Water, not to mention simple things like numerous Continual Light spells on streetlamps, would make it a rich and fantastic place.
With all those alchemists and all that glass, maybe they'd even try things like glass arrows.
Glass weighs about 100 pounds per cubic foot, 60% what oak does (168 pounds), and could arguably stand the force of firing but shatter on impact, embedding fragments in the target. This hasn't been done in the real world since such arrows would be used up in one shot (assuming they worked) and glass is expensive. But arrows in D&D are used up in one shot anyway, so who knows what folks would experiment with and discover.
The point is that they have resources and prosperity and could stockpile things that work, like alchemists's fire, and experiment to find what else may work.
Those who came to try to steal such a town's wealth would have a serious fight on their hands, even just from minions such as animated skeletons (animated as sources of free labor but also useful when orc armies attack). Not all good-aligned types would animate skeletons, but some would think that a tool is no more good nor evil than what you use it for, so go ahead. Plus in some editions, skeletons have been neutral-aligned.
When Bob grows a size category, he can either work to dig new wider tunnels, or maybe he will choose to start over in a new town (and come visit the old one often too - he has friends there).
This could lead to networks of such towns, all allied under the protection of one dragon, or even families of dragons.
And Bob and his immediate relatives are not the only brass dragons. With other brass dragons, we could get kingdoms of glass cities.
Good-aligned creatures work well with others.
TL;DR you miss out on stuff when you are unwilling to read except in small chunks. And dragons are cool.
aka Kingdoms of Glass
aka Friendship is Magic
The D&D game designers set up a bunch of conditions and descriptions of things in their game design. But they left it static. They never thought through what would happen if they hit "play" to see how their starting conditions would work out over time (ie, what the denizens of their game would likely do with those starting conditions, just in the course of living their lives as best they could, and what the results of ordinary approaches to living would be, in those extraordinary conditions).
This is an attempt to do so, in one small area.
The Brass Dragon is the weakest of the good-aligned dragons.
They share a habitat (deserts and arid wastes) with Blue Dragons - the 2nd strongest of the evil-aligned dragons.
The blue dragons would gladly wipe out the brass dragons, easily can in one-on-one matchups of similar sizes or ages, and the brass dragons know that.
Many animals, in such a situation, would hope that hiding and running would be enough to save them, but the brass dragons are smart enough to see that is a losing proposition in the long term.
The brass dragons thus have a strong motivation to gain something extra to help them defend against the blues - something the blues can't simply duplicate.
Enter the fluff text, which says that brass dragons are gregarious and love to talk and make friends.
Friends come with quite a bit of potential.
And a dragon of any type comes with a lot of advantages if you can befriend them, so many folks would be very willing to befriend such.
Asking if a dragon is smart enough to take advantage of that seems like asking if a dehydrated man would take a drink of water if he could.
Brass dragons like having friends and are very focused on it anyway. And they have need of friends and allies to counterbalance the combat advantages their bitter enemies have.
So from a brass dragon's perspective, it is all benefit and no cost.
Here is an example to illustrate.
A Wyrmling brass dragon, call him Bob, is size tiny with 4 hit dice, an 11 str, +6 attack bonus, AC 15, and a 1d6 breath weapon. He fears the wyrmling blue dragon, size small with 6 hit dice, a 13 str, +8 attack bonus, AC 16, and a 2d8 breath weapon, who lives nearby.
And rightly so. Barring extraordinary luck, the blue would handily win a fight and kill him, and the blue sees himself as an inherent implacable enemy.
The brass wyrmling, Bob, is also feeling a need for friends to talk to, so he goes and finds a community - a village or something along those lines.
Here he has people to talk to and be friends with. And he would tend to act as friends do - doing favors for his friends. They would then feel a need to do favors back for him.
What favors could a wyrmling do for them? Quite a few, even apart from the obvious ones of helping them combat things within his capabilities.
He has a fiery breath weapon.
He could sit in the blacksmith shop (historically this was already a place where folks would tend to gather and talk) and provide the fire for the blacksmith to work with.
This saves the blacksmith fuel, and the time to gather more and blow it with a bellows.
If there is a glassblower, the dragon could similarly provide the heat for him to ply his trade.
And there is plenty of sand in the desert to turn into glass.
He could even have ranks in those skills and set up shop himself (using his mouth as a hand, or special tools in his front claws, or the Alternate Form feat from DragonLance Legend of the Twins page 13, which gives him the ability to change into a human form, though this feat is unavailable until he is an Adult).
Some would argue that Bob's breath is not yet hot enough to melt sand into glass, even given that the sand doesn't cool immediately and therefore multiple heatings can combine to help raise the temperature. Be that as it may - in the worst case he can at least greatly reduce the need for combustible fuel.
Whatever form his contribution takes, productivity increases and with it, so does prosperity.
He also has a burrow speed.
So he can dig basements, root cellars, sewers, defensive moats (which are still defensive aids even when not full of water) and similar things for them, fusing the walls of his burrows into glass to stabilize them and shore them up if needed.
Glass the thickness of a window-pane is not strong, but if you have ever seen one of those walls built of glass blocks (usually 6 or 8 inches square and 4 inches high per block), you know that thick glass can be quite strong.
Bob could even dig underground dwellings for them, and, in the hot desert, these are far more desireable than above-ground dwellings since they tend to stay cooler.
The principle difficulty of living inderground is that it is dark, but in stabilizing the walls by fusing them into glass, it seems likely they'd discover that glass pipes in sunlight just fine, lighting their dwellings admirably, and just as much or as little as they want, since the glass can be covered, whether in part or entirely, to adjust how much sun gets in.
The first few basements whose glass walls poked above-ground would easily teach them this principle - that light will flow in through the glass.
Bob could also dig wells for the villagers. This is of great value in a desert, and by itself could lead to greater prosperity across the board.
Another thing Bob could do is scout. He has a fly speed of 200, making him one of the fastest things out there.
A couple flights a day could give the village plenty of warning of approaching monsters or armies.
It could also find caravans or travelers lost in the desert, or wild animals moving through the area.
And in cases of wild animals, Bob really shines. He can spot them, go back and inform the villagers, return, swoop in, and put the animals to sleep with his alternate breath weapon. Then the villagers can haul them to the village, put them in pens, and become ranchers.
So, wild horses, camels, goats, sheep or whatever become livestock.
And they can similarly collect hyenas, jackals and the like - whatever they encounter. They can try domesticating them if they wish, or can just fry them up and eat them.
In fact, if they concentrate on clearing out predators like that, then any other wild animals have a population surge, as predation on them slows or ends. They are then available to be predated upon by humans.
And any attempt to work with animals, even domesticate animals not normally domesticated, becomes easier given that Bob can cast Speak With Animals 3 times per day.
Training your mule becomes simple when you can tell him exactly what you want and what signals you will use.
Training a pack of hyenas to act as guard dogs may be possible if you can spell it out to them clearly what the deal is, and that it is that or be eaten.
So the food supply for the village surges, as does the useful work they get from their animals, as do the numbers of those animals, and the people prosper.
Bob is good aligned, and good people take pleasure in helping others, especially their friends.
The blue dragon is evil aligned, and evil takes pleasure in hurting others. Evil does not have friends, though it may have minions or slaves.
Bob is good to those around him, and so, in general, they will be good back to him. This includes loyalty, trustworthiness, bravery and even self-sacrifice sometimes when needed.
The blue dragon is a solitary beast, but if he was around others, he would be evil to them, and they in turn would be evil back to him - though they'd be careful to do it in ways so as not to be caught.
So Bob, in helping his village full of friends (and it may take a whole village to satisfy his immense need to talk), would find himself helping in their defenses too - fighting alongside them in defending against orc raids and whatever other dangers his friends face.
And in return he would ask the same - not to inappropriate levels: he does not see his friends as expendable cannon-fodder (as the blue would see his minions). But even a little bit of help in a not-too-risky manner would make all the difference. Even a "fire just two shots for me, then run" doctrine should be enough.
So, when the blue finds Bob and attacks him, the situation would be at least this, assuming Bob has had even a couple weeks in the village:
The village has a couple new wells, and some animal pens (even if the pens are simply wide shallow pits due to lack of other building materials) filled with captured formerly-wild animals who are well on the way to being domesticated due to Speak with Animals.
The town's work animals, chickens etc are easier to handle and work with since they know what is expected of them.
Some underground buildings have been dug, and their uses explained and demonstrated.
And Bob the brass dragon spends most of his days making the blacksmith's life easier by breathing fire, while talking to everybody in what has become the favorite town hangout.
So the village is rapidly becoming more prosperous because of Bob, and now that prosperity is threatened, as a blue dragon shows up to kill Bob.
Bob only asks them to take two shots each, from cover, while the blue is not looking.
Modern people are not used to facing mortal dangers, so have not often developed their courage in the way ancient people had. D&D villagers face not only attacks from nature such as hyenas and lions, but also from many kinds of monsters. If they live anywhere but in the biggest cities, they have to be familiar, to some degree, with mortal danger.
So Bob's friends are willing to take two shots before hiding.
Even if Bob's village is small and ony contains about 50 people, and even if only 20 of those are able and willing to take a couple shots for him, he is saved.
20 attacks, with no bonuses of any sort, will hit the blue dragon's Armor Class an average of 5 times per volley. So, with two volleys, we expect 10 hits in total. They could be using bows, slings, or whatever they have, but we will assume an average of javelins, which do 1D6 damage.
So Bob's friends do 10D6 damage (average 35) to a creature that has only 6D12 hit points (average 45hp counting his Constitution bonus) - more than 2/3 killing it.
Bob has been expecting ranged support, so would have stayed out of melee until that arrived, which he can do because he is faster than the blue. After the second volley, Bob can take care of the rest and finish off the blue.
And then he can help even more, by harvesting the body of the blue as magical or alchemical reagents, usable by local wizards or alchemists if there are any, or using his great fly speed to go deal with some wherever they are.
He can also try to track down and claim the blue's treasure hoard.
So Bob's approach of making friends and mutual aid works at the lowest levels and abilies. And it scales up just fine.
Availability of magical reagents attracts those who can use them.
These reagents are available not just from what Bob and his friends kill, but Bob himself can spare some.
Every part of a dragon is magically useful, and Bob won't miss and can contribute the equivalents of hair, eyelashes, fingernail clippings, saliva, tears, dandruff etc. with no cost.
Not that he has hair, but there are similar things, like shed scales, for his type of creature.
When he gets wounded in battle, he can contribute blood, if only from his bloody bandages.
And if you use magic to do the equivalent of elective surgery, he can contribute much much more.
With spells to eliminate pain and rapidly heal wounds, Bob could contribute just about any body part as a magical reagent, especially once regeneration becomes available.
Would he want to?
In the real world, people do things like donate kidneys to strangers who need them, even though that constitutes a permanent loss for themselves, with consequent vulnerability and painful healing. They do it because they are good people and they see a need.
Bob can do similarly, yet it costs him no pain, no disability, no downtime while healing.
So when he sees a need, such as a Decanter of Endless Water to really help his village of friends thrive, why wouldn't he go through a procedure with no real cost to himself in order to fill that need? He can sell some blood, hide or whatever, to wizards and such who want it for making magic items, and with the proceeds buy himself some treasure (a Decanter of Endless Water, a Lyre of Building, or whatever) which both increases his hoard (always dear to a dragon's heart) and also helps his friends.
Consequently Bob's village grows more prosperous, his hoard grows, wizards move in to take advantage of the supply of magical reagents, clerics move in because Bob is willing to pay for healing spells, and all of them prosper and become Bob's friends.
So as Bob grows, his friends are also growing in power.
His "just two shots" request remains the same, but its power grows as does the power of his friends. Soon those "two shots" include some Magic Missiles, Sneak Attacks, Smite Evil or similar support, and can take down bigger threats.
All dragons gain abilities as Sorcerors, and the familiarity with magic that comes with it.
And all dragons have Knowledge: Arcana as 'class skills', and dragons get 6 skill ranks per hit die. So It is likely that Bob has some ranks in Knowledge Arcana.
Therefore it is arguable that he should be able to teach what he knows - in this case, magic.
So any of Bob's friends who have 11 intelligence or higher could be taught as wizards if they wish (which would give Bob whole new things to talk about at length).
This is advantageous to both Bob and them. They need not go adventuring, though they can if they wish.
Such of Bob's friends as learn a level of wizard gain a spell or two (or more if they have high intelligence and pursue more levels), which can greatly help them in their ordinary lives.
Picture a blacksmith who has Endure Elements. Or a glassblower or desert scout for that matter.
Picture a farmer who can cast Mount to help plow his fields. He need not feed nor care for the beast, but gains its effort daily.
Picture an orchard owner who no longer has to haul a ladder around to pick the highest fruit on his trees - he just casts Unseen Servant to do it.
And anyone could save time cleaning things by casting Prestidigitation.
Bob has one condition on this teaching - he will teach those who are willing, every other day, to have one combat spell (non-cantrip) such as Magic Missile ready for defending the town (which includes defending Bob).
For those with 11 intelligence, this means using their 1st level spells for useful work only every other day, which is still a huge advantage.
For those with a 12 or better intelligence, their bonus spell can cover that obligation and leave them a useful spell every day.
Massed Magic Missiles can do a scary amount of damage.
So the town (and Bob) are now much better defended.
Similarly it is in Bob's interests to pay for promising young people to be trained as clerics, even if they can never advance far in that line. Having a bunch of people in your growing town who can cast Cure Light Wounds once a day is a transformative thing. It changes things all out of proportion to the investment it took.
This is even more true if they can choose the right clerical domains. Several of the domains allow the cleric to command animals or monsters of certain sorts just as evil clerics command undead. Seat them on a fast horse so they can get away if it doesn't work, and basically take 20 on the check to command something. Eventually most clerics will succeed, even without any bonuses, if they are not aiming too high (ie, trying to get a particularly powerful target).
Such commanded creatures can be helpful in combat.
But arguably they can be more helpful in other ways.
Giant spiders, common in the desert, commanded in this way can weave webs as you like, resulting in a silk and weaving industry.
Snakes and scorpions can be milked for poison, to be used in alchemy or as combat enhancers (your "just two shots" have more effect when every javelin in the armory has a blob of poison on the tip, covered by bees wax to keep it safer).
And there are many types of plants, elementals, animals, and vermin which can be commanded and used for primarily economic pursuits.
These clerics can also cast other useful things, such as the Create Water cantrip.
Half dragons exist, and while Bob isn't going to rape anyone like evil dragons would, it is possible he will fall in love with someone, get married and have offspring, especially after he reaches the age necessary to get Alternate Form and seem human.
And whether Bob does or not, some brass dragons will have a number of half-dragons living in their community, as well as the sorcerors descended from other half-dragons.
All of these are family, and treated as such, and so quite protective of their dragon friend and ancestor.
This greatly helps the combat power of the town or city that Bob's village has grown into.
Bob will almost certainly have a de-facto leadership role in this town or city, no matter how it is officially ruled, simply because it is a fact of human nature to recognize real power in such ways. Bob has real power: from being a dragon, from having a hoard of useful magic items, from having many friends including some powerful individuals.
This will tend to keep the town good aligned - any evil folks will find themselves opposed by Bob's potent forces.
Evil shopkeepers trying to shortchange folks or sell shoddy goods will sooner or later offend one of Bob's friends, even if he is no more proactive than that. They will get spoken to, warned, and eventually will change their ways, get driven out, or eaten.
Evil folks striving to take over so they can have power to oppress others will speedily meet with forceful opposition, since Bob looks out for his friends, and he and his friends work together and like to help others.
Eventually this prosperous place will grow into all kinds of potentials.
There may be glass houses, with mirrored roofs and smoked-glass walls to keep out excess sunlight.
Or maybe many of the glass blocks will be colored, or shaped as prisms in order to have cheerful colors everywhere and play with the light.
Maybe, in playing with mirrors, they will discover fun-house style distorted mirrors, and try things like making buildings look much bigger, or much smaller, than they really are.
Maybe the cities will be mostly underground, lined with glass that both holds up the walls and pipes in as much sunlight (possibly colored in festive ways) as is desired.
Maybe they will even have underground greenhouses or ranches.
Maybe they will seal the greenhouses to prevent the escape of water, add a lot of water, and end up with tropical rainforests in or under the desert, with internal rainstorms several times daily due to condensation.
Some would be surrounded by dry moats and walls. Some would find ways to fill the moat with water (and maybe defensive monsters or fish living in it). Some would find ways to fill their moats with that extremely fine dust that flows like water but looks like solid ground (from the Sandstorm supplement), and thus have moats that acted as quicksand.
Bob's hoard would contain a high proportion of useful things and would get loaned out to friends at need.
So his cities could be defended by half-dragon fighters, with dragonbone bows, dragonleather armor granting them resistance to fire and heat, and spears tipped with dragon fangs or dragon claws.
They'd be backed by an unusually high proportion of wizards, sorcerors and clerics as mentioned previously.
They'd be assisted at need by some higher level types who chose to live here and became Bob's friends, or who even got their start as adventurers with Bob's help and came back here to retire once they'd reached the level of success they wanted.
Some of these would have their own animal companions, familiars, commanded creatures, constructs etc.
Things like Lyre's of Building and Decanters of Endless Water, not to mention simple things like numerous Continual Light spells on streetlamps, would make it a rich and fantastic place.
With all those alchemists and all that glass, maybe they'd even try things like glass arrows.
Glass weighs about 100 pounds per cubic foot, 60% what oak does (168 pounds), and could arguably stand the force of firing but shatter on impact, embedding fragments in the target. This hasn't been done in the real world since such arrows would be used up in one shot (assuming they worked) and glass is expensive. But arrows in D&D are used up in one shot anyway, so who knows what folks would experiment with and discover.
The point is that they have resources and prosperity and could stockpile things that work, like alchemists's fire, and experiment to find what else may work.
Those who came to try to steal such a town's wealth would have a serious fight on their hands, even just from minions such as animated skeletons (animated as sources of free labor but also useful when orc armies attack). Not all good-aligned types would animate skeletons, but some would think that a tool is no more good nor evil than what you use it for, so go ahead. Plus in some editions, skeletons have been neutral-aligned.
When Bob grows a size category, he can either work to dig new wider tunnels, or maybe he will choose to start over in a new town (and come visit the old one often too - he has friends there).
This could lead to networks of such towns, all allied under the protection of one dragon, or even families of dragons.
And Bob and his immediate relatives are not the only brass dragons. With other brass dragons, we could get kingdoms of glass cities.
Good-aligned creatures work well with others.
TL;DR you miss out on stuff when you are unwilling to read except in small chunks. And dragons are cool.