Breva Brightmoon guards the entrance to the Wyrm's Rock Prison. As the party approach her, she sits asleep at the desk near the door. Upon starting dialogue with her, Breva first remains slumbering, and in her sleep mutters random phrases. With a successful Perception roll, the player character may find some useful information:
[PERCEPTION] Listen closely to the guard's babbling. (DC 15)
If the player character wakes Breva up, they can try and get access into the prison, using following dialogue options:
[INTIMIDATION] Prison inspection. Open the door and pray I don't find more sleeping guards. (DC 15)
[PERSUASION] I'm here for Arfur. It's time he answered my questions. (DC 15) (if aware Arfur is in prison)
[PERSUASION] Duke Ravengard has sent me to interrogate Florrick. (DC 15) (if aware Forrick is in prison)
I'm here to see Old Man Otto. He's my father. (if Perception roll passed after listening)
[DETECT THOUGHTS] Read the guard's mind.
You let me through, and I won't tell the manip of your lunchtime tipples.
Failing any of checks except for Detect Thoughts prevents the party 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 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.