yes and it was terrible. I deleted it. I have 51 NWN1 custom campaigns (not individual modules, campaigns) which I keep in my favorites.
Problems with almraiven.
First of all it uses the NWN database to store your quest progress, that is NOT stored in the save file so reloading an earlier save and doing something different breaks all other saves. The game also tends to crash, and is full of bad design choices like a silly money system that constantly converts back and forth to gold and forcing you to micromanage every single spell component, even the trivially cheap ones, and they don't stack. You can't just get a sack with 1000 rose petals (despite being ridiculously cheap), you have to buy them individually and micromanage them.
Then there is the horrible railroading GM fiat... For example in wundra's quest you get to "choose" between saving a little girl (IIRC 7 years old) or a young woman (IIRC 15) each is a sister of a prospective NPC. You save one and the other turns into a werewolf (or was it a were rat?) and you kill her, then her family member who blames you. But to orchestrate said choice the game refuses to allow you to cure / save them until the very last moment... and by refuse I mean the dialog says "I discovered she was blah blah, who would come and kidnap her soon, so i am going to walk out to door and buy the stuff for a cure and leave her here unprotected)... despite having already brought the cure with me. And if the brother of the 15 year old girl lags behind a bit then healing inexplicably fails (the dialog says "healing has failed") and you need to kill both. So he has to watch you make the "choice"
If I wait until he is right near me before opening the door, it works. If you must base the success of a spell on his existence, then check if he is alive and in the party, rather then "nearby".
Also, the book with the instructions says to FEED the person beladona and then cast the spell on them. But the actual healing you perform says you "wash it into their wounds" (which is also silly since they are partially transformed and no longer have said wounds). This also matter because of timing issue, since it takes 6 seconds to cast a spell there is no reason for one to transform as soon as you heal the other, you should be easily able to heal both.
That whole experience stinks, reminds me of fable.
Also, keeping track of CHEAP material components? not fun. Especially since NWN already massively nerfs wizards... but anyways, its just tedious...
1. Components should be stackable (depending on the type, either 99 or 10 per stack, expensive components such as a 5000gp diamond don't have to be) as to not make a big bloody mess of inventory.
2. Some components should be much cheaper.
3. Component shops should have lots more of the basic components in stock (eg: rose petals)
4. You should start out with much more components in stock.
5. You should consider just have a pouch of "lots" of component, being effectively infinite. eg: a pouch of just pressed rose petals, it can store enough to cast the spell a thousand times over and will not be expensive at all. Makes me wish I could take "eschew components" though like in PnP.
Would have been nicer if instead of implementing massive nerfs to wizards, we were given some boons that didn't exist in NWN proper, since wizards already suck in NWN (but are gods in PnP).
Examples:
1. Component tracking only for spells that require EXPENSIVE material components. (still a nerf, but an ok one)
2. Instead of totally removing familiar, remove it (familiars a huge XP draining trap due to a bad decision in NWN1 XP algorithm, fixed in NWN2 btw), however, instead let you summon a familiar via a QUEST, said familiar will then appear as an ITEM in your INVENTORY... not as a character on the map... they would be used in gave via dialog options (eg: "command familiar to go fetch the keys for the cell"), and they will provide the bonuses they are supposed to (alertness feat, bonus to a skill or save or HP depending on familiar type).
3. Have "spellbooks" in your inventory where you record your spells, when you rest your character's "spells known" are all removed and replaced by the spells in said spell books. You can capture spellbooks belonging to other wizards (adding spells known), you could "copy" spells as per PHB @ 100gp per SL, rather then only learning them from scrolls ; which is significantly more expensive, a 9th level spell's scroll costs 25*17*9 = 3825gp. On the other hand, copying it costs 9*100 = 900gp in magical ink, and 9*50=450gp standard price paid to wizard who teaches you the spell as his teaching fee (can be zero if you are friendly enough for them to teach you spells at no charge, can be more if they hate you or think the particular spell is worth it, or whatever).
4. Allow the creation of semi-permanent / permanent tanks via golem crafting, animate spells, awaken spells, planer binding spells, dominate, etc etc (naturally many will not be available to a wizard, especially at lower levels, but having wizards actually have access to those will go a long way towards making them not suck in NWN1)
5. Allow permanent spells to exist (none in core NWN1)
6. Allow flight
7. Allow real powerful spells, such as wish (+5 to all stats here I come!), genesis, etc.
8. etc.
Instead this wizard only module has MASSIVE nerfs to what is already the absolute weakest class in NWN1 (ironically, the strongest class, bar none, in PnP) and tries to be gritty via insane railroading.