Here it is for reference:

Encounters

Setup: Encounters deal with demonstrating good intentions to important NPCs or groups who are prone to be wary.

1) Players should determine the desired outcome / purpose of the meeting. They should outline the primary thing they are asking for and an additional thing it would be nice to have.

2) LM should create a short list of Boons, things the NPCs may be convinced to provide. The list should be ordered so that the easiest / most likely thing the NPCs are willing to grant is first, and the most unlikely is last. The list may include the items the players are seeking and may also include avoiding negative outcomes (like forgiving slights, or not being taken prisoner). Some of the Boons may come with conditions with higher order Boons offering the same thing without conditions.

3)  LM should determine if NPC will react best / worst to introductions dealing with Awe, Courtesy or Riddle. One is set to favoured, one to normal, and one to unfavoured. Also whether NPC values Valour or Wisdom in Interactions.

4) Players may test Lore or Insight to determined favoured approach: Failure = increase TN 1 level, Success = identify unfavoured approach, 1(T) = identify favoured approach, 2(T) = also increase Tolerance by 1

Introduction: Players may select 1 spokesperson to handle the introductions or may each introduce themselves.

1) May test Awe, Courtesy, or Riddle. Favoured = TN 12, Normal = TN 14, Unfavoured = TN 16
Awe: can overcome early negative reaction, frame terms of discussion, and discourage unwanted questions. Typically involves a litany of deeds and lineages. If failed Tolerance reduced by 1
Courtesy: can establish smooth relations, but may require revealing true intentions. Best used with favourably inclined audiences. If failed player cannot participate in Interactions.
Riddle: can elicit information with cunning questions while avoiding revealing much with clever answers. TN for interactions increases by 1 if failed.

2) Spokesperson Rolls: Failure = proceed to Interactions with difficulty increased 1 level, count towards Tolerance
Success = Proceed to Interaction with normal difficulty, introduction does not count towards Tolerance
1(T) = Proceed to Interaction with Tolerance increased by 1
2+(T) = Proceed to interaction with Tolerance increased by 2

3) If Group Rolls as individuals treat as a Prolonged Action. Reduce TN based on number of participants.
Each (T) rolled allows player to recover 1 other player from failure.
If less than ½ of players succeed treat outcome as “Failure” above. If ½ or more succeed treat as “Success”
If all players succeed treat as 1(T), if all players succeed without needing recovery treat as 2(T).

Tolerance: Equals maximum number of rolls audience will last (minimum of 1)
Base = Highest Valour or Wisdom in Party (whichever target most favours)
Standing = Highest standing of Companion who belongs to target culture
Prejudice = -1 if group includes distrusted member (Beornings & Elves distrust Dwarves, Dwarves distrust Elves)

Additional Modifiers:
+3 if arrival recalls a local legend, song or prophecy
+2 if party already known and appreciated by target
+1 if carrying message or on errand from someone target respects
+1 to +3 for appropriate gifts
-1 if arriving from an area target fears or shuns
-2 if openly carrying weapons in violation of custom or courtesy
-3 if asking for something forbidden

Interaction: Only properly introduced characters can participate.

1)Roleplay out interaction with participants making rolls at TN 14 (modified by introduction). Audience is brought to an end when Tolerance = 0.

2) Loremaster should reward Boons from list for each successful roll (typically from least to most and altered to fit roleplay as necessary) and may work the boons into the encounter in whatever manner fits the situation best.

3) Results of Player Rolls: Failure = no boon, -1 Tolerance, Success = Boon earned, -1 Tolerance,
1(T) = Boon earned, do not reduce Tolerance, 2+(T) = 2 Boons earned, do not reduce Tolerance (at LM option may add additional Boon to list).

Insight: gauge emotions, read between lines, judge intentions, best when emotional state is provoked by others. On (T) may target specific Boon if known or reduce next player’s roll by 1 difficulty instead of normal result.
Inspire: raise spirits, rally support, objective must be obvious and compelling, best when capitalizing on positive introduction else TN increased 1 level.
Persuade: may make up for poor first impression or solidify position. On 1(T) my reduce TN penalty from failed introduction by 1, on 2(T) may earn 1 Boon and increase Tolerance by 1 instead of normal result.
Riddle: pick-up details and assemble tidbits and news into bigger picture. Each (T) result can reveal one available undisclosed Boon from list
Song: can solidify a relaxed social relationship or drive home a message with the right selection or carefully crafted lyrics. Player may choose effect of (T) results including adding additional Boon option inspired by roleplay.