Another solid outing that struggles to find its tone
At its heart, Secrets of Sokol Keep is a ghost story, but it never really capitalises on its promise. Despite that, it's solid, easy to run, and entertaining.
One of the key problems with the module is that it feels like three different genres mashed together. The first act offers a cliched tavern brawl scenario, or otherwise a fairly grounded investigative/conversation section for less confrontational players. The second act is a classic haunted house story, as the players search abandoned rooms while a spectral presence watches. The final act is a Lovecraftian tomb-delve in flooded caves. None of the three sections really fit well with what's around them, and (as is the unfortunate case of many D&D ghost-story adventures) there's a ton of backstory informing everything that players just aren't going to know anything about unless the GM straight up explains it at the end.
As with many of these Adventurer's League modules, with the exception of the first act it's highly linear. The investigation phase offers a list of locations that can be ticked off as players search, without much opportunity for players to express themselves or take alternative paths. The tomb delve at the end is literally a straight path from encounter to encounter. That's par for the course for this format and to some extent necessary for the environment, but always a little disappointing.
My biggest disappointment was that there just wasn't much opportunity to make use of the ghost, either in terms of interactivity or atmosphere. The mansion needs a lot more meaningful doors to swing shut, chandeliers to drop, lights to extinguish, et cetera. The third act cave does better at this, but still needs some significant DM input to find its full potential.
This is supposed to be a two hour adventure, I think, but I can't see it possibly fitting into that timeframe while giving players any chance to make meaningful decisions. It took us five hours, and we skipped a side-location in act one and a fight in act three.
Problems aside, the module is generally clearly written; the NPCs in particular stand out as well-developed and memorable; the fights are enjoyable and the story more or less makes sense. My players had fun.