It's a fantasy role-playing game.

DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, The hired crew begins to run belowdecks and hide. Two harpies try to pick up members of the crew.
DM: No, the sail is not completely destroyed, and it could be repaired, should they not continue to pull it apart.
Player: They look like they're still going for it?
DM: It looks like it.
Player: Okay. I'm going to run over and try and collapse the sail. So it's not unfurled, try and collapse it? I don't know if that's the right call.
DM: You can give it a shot. All right. You have done a little bit of sail work. I'd say make a quick intelligence check. Having not been formally trained, necessarily, we'll see if you can--
Player: 17.
DM: Yeah, in your time on the ship and studying how the different elements of the ship maneuver together to create motion and riding the wind, you figure out that one of the various ropes you pull and release and will cause the sail to entirely come down, or you could just pull it up and cause it to no longer be unfurled.
Player: Whatever's quickest.
DM: Probably pull it in. You grab the rope and pull it up. Both the harpies are curving around for another series of attacks on it, but you're pulling that element of the sail up.
Player: Can I take a bonus action to do Patient Defense after I do that?
DM: You can. Your arm holds the rope in place and you get yourself ready in case anything happens. That finishes your go. Jester, you're up.
