I was able to get the movement part working.  In the end I had to write up a small component, as the remainingDistance property on the NavMeshAgent is notoriously unreliable:
[RequireComponent(typeof(NavMeshAgent))]
public class NavigationUtility
{
	void Start()
	{
		_agent = GetComponent<NavMeshAgent>();
	}
public bool IsNavigationComplete()
{
	return Vector3.Distance(transform.position, _agent.destination) <= _agent.stoppingDistance;
}
private NavMeshAgent _agent;
}
Then I just use a Check Function step:

As long as the player hasn't reached his destination, keep checking to see if the destination has been changed since the event started.
Now, one more question for you, @gamingislove.  I put all of this in a MoveToInteractionPoint GameEvent, but it looks like you can't call a GameEvent from another GameEvent?
The MoveToInteractionPoint GameEvent has two actors: Actor/Player and Actor/Event Object.  I guess that I need to do this "sub-event" as a Battle Event?  In that case, I assume that the Event Object would be the Target?
I admit I'm not entirely clear on the distinction between the different types of ORK events.