I have read the first one, Death at Sunset, and agree with
@pukunui about the brainwashed elves issue. A good DM will fix that without too much trouble, but yeah the adventure doesn't handle it particularly well. Worse, it goes to that same well twice, and you can tell the first time that it's gonna be awkward for the DM to handle.
It's not a bad adventure by any means, but it's a bit generic. The wyrmling living inside its mother's skeleton is a great touch, as well as the poisoned bandit zombies, and the dragons' names - it could use like 2-3 more things like that. It has a tendency to punt to the DM for some moments when the designer could have really helped the DM out - especially novice DMs. There are some ghosts who give "cryptic warnings" - come on, throw us a bone and include a few suggested dialogue lines there.
The maps in Death at Sunset are really nice visually (full color, atmospheric and evocative, and at 5' scale thank God), but there are some map/text continuity issues as well as some physical design issues. There's a rather large treasure horde visible on the map that is , according to the text, in a different location. In the dungeon map, because of the spatial layout, most parties are going to beeline to the boss fight and either skip the side encounters or else handle them post-boss in rather anti-climactic fashion (hard to get excited about killing some centipedes right after you slew your first dragon).
Oh and it feels like it's
really generous with magic items at the end, for a level 3 party - much more so than most 2014-2023 5E adventures would be. I wonder if the new adventures are taking a more Monty Haul approach to magic item placement.
I give Death at Sunset like a B. There are flaws, but I think most tables would have fun with it.