Well, this is going to be fairly long... I'm a fan of Paizo's adventure modules and were I to create any sort of top list of best adventures of all time, they'd be all over it.
Rise of the Runelords #1-3: Burn Offerings, The Skinsaw Murders and The Hook Mountain Massacre, as well as the standalone modules Carnival of Tears and Hangman's Noose do different kinds of horror very well - you get the comedy horror of Gremlins, a slasher movie, a haunted house, splatter, the evil carnival... Burn Offerings and The Hook Mountain Massacre also feature my favourite renditions of D&D goblins and ogres, respectively. Actually, you can probably lump in the Heart of Darkness -inspired River into Darkness here as well.
Curse of the Crimson Throne #1: Edge of Anarchy is all around a pretty good urban module with a number of interesting NPCs and villains. I am also a fan of how it (and the entire campaign) uses the Harrow deck.
Seven Days to the Grave, the second part of the series, lays to rest that old hat about epidemics not being a threat in a world with clerics who can cast cure disease. They ran the numbers as they are in the DMG and concluded that it's a bogus claim, and then went on to infect Korvosa with a particularly nasty illness - and it's up to the party to do something about it.
In the Second Darkness Adventure Path, Shadow in the Sky is a pretty good take on the idea of a PC-owned business. The second part, Children of the Void, introduces a number of sci-fi elements into the campaign and does it without diluting the fantasy. Endless Darkness is about infiltrating a thoroughly evil society, and handles it quite well.
Howl of the Carrion King rocks. It has one of the most memorable monsters in a while, and an interesting adventure location and setup. The Jackal's Price is a fun urban adventure, with some intrigue interspersed with kicking butt. The sixth part of the series, The Final Wish, is thus far the best AP finale I've seen from Paizo. It has a cool plot, resurfacing elements from earlier in the path, and a fun way to handle high-level PCs mowing down a hundred CR 1 mooks.