This always happens.
How about a progressive battle? At each stage you get a group troops/cannon fodder/henchmen (some randomization) and you have to assault an enemy position. XP for killing enemy, and bonus for the number of friendlies that survive.
- A Quartermaster will spawn on the objective once all enemy forces are destroyed. He will provide PC with merchant support.
- Have a % chance for the enemy to counter attack.
- If you leave too few surviving friendly troops behind and the enemy retakes a position you can’t get more supplies until you deal with them.
- Limit benefit of big damage AOE spells by having most treasure in containers subject to DC check for being ruined.
- Spawn troops and enemies based on currently PC class/level (A fighter gets bowmen or spell casters to back him up, a mage gets melee fighters, etc.)
- If you use traps, spawn a few friendly rogues, etc.
Messengers may deliver a change in orders to attack a different objective than your optimal plan would dictate.
Rinse and repeat until final obj.
Does not require you to write a lot of dialog or a complex journal.
H&S but you can vary the objectives to create a variety of tactical scenarios from open field battles to house-to-house fights.
tl;dr - Basically recreates a medium scale wargame in the NWN2 engine.
I’ve seen your scripting, I’m pretty sure you can do all of those things.
Hope that helps.