Breva Brightmoon guards the entrance to the Wyrm's Rock Prison. As the party approach her, she sits at the desk near the door and seems to have fallen asleep. Upon starting the dialogue with her, Breva first remains slumbering, and in her sleep mutters random phrases. With a successful Perception roll, the player character might find out some useful information.
If the player character wakes Breva up, they can try and get access into the prison, using following dialogue options:
Player character: Prison inspection. Open the door and pray I don't find more sleeping guards. (Requires DC 15 Intimidationcheck)
Player character: Duke Ravengard has sent me to interrogate Florrick. (Requires DC 15 Persuasioncheck; the player character must know that Florrick is imprisoned)
Player character: I'm here for Arfur. It's time he answered my questions. (Requires DC 15 Persuasioncheck; the player character must have convinced Arfur Gregorio to expose himself)
Player character: I'm here to see Old Man Otto. He's my father. (Requires DC 15 Perceptioncheck to overhear her sleepy mumblings about Old Man Otto beforehead; works even if the character is not human)
Player character: You let me through, and I won't tell the manip of your lunchtime tipples. (Requires successful reading Breva's mind)
Failing any of checks except for Detect Thoughts lock the party out from gaining free access inside the prison. Failing the Detect Thoughts attempt makes Breva hostile.
Alternatively, the party can bypass Breva's post while she is still asleep, steal the key from her or simply lockpick the prison door, and sneak inside.
Breva's reactions after she has agreed to let the party in differ depending on whether the door is locked, already unlocked / lockpicked or destroyed. Also, she is exasperated if she finds out that the key disappeared (i.e. has been picked from her pockets beforehand).
None of the options that allow to get access into the prison past Breva gain any companion approval or inspiration.