Shipwrecked on Skull Island
Exotic magical alcohol
A character that drinks a glass of demon’s rum must make a Save vs Poison at a penalty equal to the number of glasses they’ve drunk or become intoxicated. A character can always spend a Constitution point to automatically succeed on this saving throw.
Intoxicated characters automatically fail all even numbered attack rolls, checks or saves that they make while intoxicated, and can’t roll critical hits. Intoxicated characters also gain a +2 bonus to AC while under the influence. Spells cost an extra Intelligence point to cast.
They also regain 1d6 hp (add 1 extra hp for each glass of demon’s rum they’ve had in the last 8 hours, to a maximum of 1d6 plus 12 extra hp) the moment at which they fail their first save against the alcohol and become drunk. Each additional, drink will restore the same amount of hp as the drink that rendered the drinker drunk plus 1, and the extra hp can even exceed their normal hit point maximum (as long as their total hit points doesn’t exceed 40). The drunk sobers up after a number of hours equal to the number of drinks consumed. Characters with Constitution scores of 14 or higher sober up twice as fast, characters with Constitution scores of 18 or more sober up three times as quick.
A character drunk on demon’s rum will not die when reduced to less than zero hit points, instead they burst into phantom flames that don’t hurt them and can continue to act until they reach a number of negative hp equal to the number of glasses of demon’s rum they had before they failed a Poison save (maximum of negative 12).
A bottle of demon’s rum contains enough drink for six glasses.