Your shaken crew, reacts quickly to your orders, relieved by the sound of your plan and its potential to regain control of the ship.
OOC:
Okay, let's give this a try:
> You will make two rolls for Admiral and I will make one for the crew. I will roll a single
Dexterity Check (DC 15) for your crew with a bonus of +1 (for Briya's experience; the rest of the crew has none).
> First,
please roll a Wisdom Check for Admiral: 1d20 +1 (Wisdom Bonus) +2 (water vehicles proficiency) to determine the effectiveness of Admiral's plan in this particular situation. Every point of your result above 10 will be added to the crew's result, while every point below 10 will be subtracted from the crew's result.
> Next,
roll a Charisma Check for Admiral (as he may be continuing orders as the maneuvers are being made): 1d20 +3 (Charisma Bonus) +2 (water vehicles proficiency). Same as before, every point of your result above 10 will be added to the crew's result, while every point below 10 will be subtracted from the crew's result.
All you have to do is make the two rolls and I will roll for the crew and add everything up. If the crew's result adds up to 15 or more, Admiral's maneuver succeeds.
How interesting...the crew rolled a natural 20. Well, we will see how that factors in after you roll. In the very least, there will be NO sinking or crashing against the tunnel walls....well, that is if you don't then go and roll two critical fails or something horrible.