... and in hindsight my interpretation may have been somewhat warped by the fact that the quick start didn´t impose any such limit, which led me to think, when I played the scenario, that the mechanics were too open to exploit, with players being able to use Runes and Passions to get inspired whenever the need arises through out the scenario.
That coupled with some phrases like "If the adventurer has already rolled to be inspired by a Rune or Passion during the situation at hand, they cannot try to be inspired again, even by a different Rune or Passion.", which actually seem redundant if indeed the system would only allow an ability to be used once per session (and by use one has to consider both a success and a failed use of an ability since it is stated that "(...)the augment and the primary ability are considered to happen simultaneously, on the same strike rank, and are both performed even if the augment is unsuccessful.") led me to believe that the limit imposed on page 144 only applied to any given task, not as an absolute limit of once/session regardless of what was being attempted.
In any case, if indeed the intention of the designers was to impose an absolute limit of once per session, I find that mechanic much more reasonable.