Competitively Drink
The adventurer makes a Constitution saving throw to match drinks with one or more opponents.
Critical Failure. The adventurer overindulges and is poisoned for the next 24 hours. They can make another Constitution saving throw every 4 hours, ending the effect early on a success.
Failure. The adventurer is a lightweight and drops out early on, suffering a level of fatigue that is removed after 24 hours.
Success. The adventurer outdoes the competition and is emboldened. They gain an expertise die on Intimidation and Performance checks in this settlement for the next 24 hours.
Critical Success. As a success, and the adventurer finds a drinking buddy. See The Friends We Made Along the Way below.
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