Generating Plant Names

Two of my players are Druids and they are able to simply declare they find specific plants to harvest in the local area, [Druid Level] times each day.

They have a base chance of [Druid Level] in 4/6/8 if the plants are common, uncommon, or rare. This can also be modified by their favored environ/home turf feature.

Recipes take 

1D4+1 ingredients for common brews and poultices

1D6+1 ingredients for uncommon concoctions

2D4+2 ingredients for rare mixtures

and must have one ingredient from each rarity category within the potion. So, a common potion can't be made with only rare ingredients for example and a rare potion would require at least one ingredient that was common, one that was uncommon, and on that was rare.

So a player says they want to make a potion to breathe fire. I say rare and we roll the 2D4+2, for a total of 6 ingredients, then we can roll on the table below to generate some plants in general as well as figure out which specific ones are in the potion.


First Name - Adjective or Possessive Noun (I think?)

1. Ifrit

2. Basilisk

3. Haunting

4. Bashful

5. Strangling

6. Scorched

7. Blood-sucking

8. Knight

9. Corpse

10. Mandril

11. Maggot

12. Witch

13. Lecher

14. Plague

15. Cannibal

16. Drunkard

17. Priest/Saint

18. Liar

19. Harlot

20. Crow


Color/Additional Descriptor

1. Midnight

2. Indigo

3. Blushing

4. Jaundiced

5. Sickly

6. Violet

7. Moonlit

8. Fainting/Wilting

9. Shrouded

10. Octarine

11. Alabaster

12. Cloudy

13. Soiled

14. Greasy

15. Hiding/Burrowing

16. Crawling

17. Ginger

18. Smoky

19. Fuscia

20. Cerulean


Noun

1. Rose

2. Tulip

3. Ivy

4. Orchid

5. Lily

6. Willow

7. Breath

8. Kisses

9. Tongue

10. Flower

11. Weed

12. Tree

13. Fig

14. Cactus

15. Mushroom

16. Berry

17. Fruit

18. Fingers/toes

19. Eyes

20. Cabbage



If you really wanted to go crazy you could throw in colors and some other descriptors - fainting, moonlit, etc and hit a full 8,000 variations.  I went crazy.



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