The action tried by the NPC will be “the current action,” just as if it were done by the player.
Androidarium is a room. Jill is a woman in androidarium. Jill carries a rock.
Persuasion rule for asking Jill to try doing something:
say "Jill says, 'I really don't feel like [action name part of the current action].'";
(This will yield some goofy results like “giving it to” if you try to use it unadulterated.)
I believe that persuasion actions are represented the same as other stored actions, except that there’s a flag to signal that the action is a request. So the difference between what happens when the player types “Jill, drop the rock” and when the source code says “try Jill dropping the rock” is the persuasion flag–both are stored actions with an actor part Jill and an action name part dropping and a noun part the rock.
(I think “your stored action” was something Draconis was just using to stand in for whatever stored action variable you might have–it’s not Inform syntax, unless you define a variable with that name.)