OD&D Modules? I can't think of any.
If we're talking first edition D&D modules, there are quite a few good ones. Ditto for BECMI modules. Here's my stab at a top three for each, and reasons why they're worth checking out:
FIRST EDITION AD&D MODULES:
1. Hidden Shrine of Tamoachan. My all-time favourite adventure. Basically, the PCs are trapped underneath a temple that is filling with poisonous gas, and they have only a limited amount of time to escape. It's great because there are a lot of rooms that the PCs are just going to want to bypass, and there are some great little tempting time-wasters that really mess with the PCs' sense of greed. Plus, it has several giant versions of animals that are treated as "gods", which I really like. The spellcasting giant crayfish is my personal favourite.
2. Expedition to the Barrier Peaks. The PCs explore a spaceship, filled with robots and androids. It has some silly parts, and some awesome parts. My favourite moment is looking through the glass walls into the aquatic pool in the centre of the ship... and seeing a dark shape swim by. One of the greatest moments of foreshadowing in any D&D adventure. It's also fun because there's a lot of figuring out of items beyond the usual "It's magical, let's cast identify".
3. Dwellers of the Forbidden City. Basically, there's a city in the jungle that has multiple factions, all kind of at war. The module has a basic scenario, and then gives the GM all sorts of directions they can take the story. The main adventure as written is basically just getting INTO the city - from there, it's up to the GM to figure out what to do with it. And I love modules that do that (and it's something the authour, David Cook, was a fan of doing). Also, this is the adventure that gave us the Aboleth, the Mongrelmen, Pan Lung dragons, Tasloi, and, of course, the Yuan Ti.
BECMI ADVENTURES
1. The Isle of Dread. Short and skinny is the PCs are on an island of dinosaurs, zombies, and jungle plants. They are given a basic goal, a crude map they can fill out, and a tiny base of operations that is also kind of threatening. And then the goal is - go out, and have fun. Every PC group approaches the module differently, and every GM makes their own modifications. This combo makes the module incredibly varied in how it runs, which is something I absolutely love about it. Really, it's a mini-campaign more than a module.
2. The Keep on the Borderlands. This is a very simplistic adventure. One half describes a home base for low-level PCs. The other half describes a valley of interconnected caves, each held by a different group of non-humans. The second half is quite enjoyable, especially if you figure out how the groups interact and respond to repeated PC incursions. As with most BECMI adventures, this one is a meat-grinder - low-level PCs will be destroyed regularly as they explore the caves of chaos.
3. The Lost City. There's a pyramid in the desert. It has monsters, and some weird, drugged-out people. They seem to worship a god in the caverns below. Of course, this module only details the pyramid, not the actual lost city - that's up for the GM to figure out. But it gives some guideliens, and adventure ideas. I suppose you're noticing a theme, but I love those old modules that expected the GM to put in some work personalizing it.