A few options... You could take it as: you followed the creature to it's lair and have discovered a clue or treasure without being spotted by the creature. After "talking" to the creature, you now have a quest. You've discovered their evil plans and must try to foil them. You've managed to lead the creature into a trap or incapacitated it without a battle. You've captured the creature. What would make your story more interesting?
Diplomacy is the weapon of the civilized warrior. - A.T. Hun -- Robert Aspirin
Roll on Hostility Table, page 35. I changed the Pass 1d6 to Go to the NPC Intimidation Table. I can't exactly recall where the NPC Intimidation Table came from, Distant Shores? I like the Intimidation Table because if you meet a powerful creature, you have a chance of getting away without fighting it. If the creature passes 0d6 it wants to talk which can take your story down another path, possibly gain a clue, become allies, etc.