Sure, no doubt, but if it's just tavern -> trail -> dungeon, rinse repeat, it might get a bit tedious.
Even that old trope can be elevated to something special if the elements I've described that work for me are in place.
I have to say, though, Grimolde, you asked the question and I replied to it. Clearly it wasn't enough, so here's a very quick overview of how I approach scenario design.
Think of a general high level concept. It can even be something hackneyed like tavern/trail/dungeon.
Consider the NPCs and motivations: who's involved, and why? Try to find an interesting new spin on old motifs.
Flesh out, in my mind, the personalities behind those NPCs. How can I make them real? What sets them aside and worthwhile as an encounter?
Start considering what twists I can work into the High Concept. Maybe that tavern's a gateway to a million separate universes. Perhaps the trail is an ancient hunting route plagued by the ghosts of the human prey who were hunted along it. Maybe that dungeon is a prison for the bastards who did the hunting... unleashing them would start it off all over again, and that tavern the trail leads to, being a gateway to a million universes, will unleash the Wild Hunt across a million unsuspecting universes.
How do the NPCs fit into this? Is that innkeep really an innkeep? What made the imprisoned leader of the Wild Hunt such a bastard in the first place? How do the ghosts on the trail react? What happens when all hell is unleashed? How can I use all this in the game? Backstory? Plot seed? Local colour?
How will the characters fit into all of this? Will they grok the tavern's true nature? Will they leave the trail? What ideas do I need to have in reserve if they do? Will they fight, think or flee? What happens in the dungeon? Do I need a full map or simply a vague destination, a few rooms filled with hints at the imprisoned horror and then the hall where the Wild Hunt's members are chained to the walls, still alive, but imprisoned for a thousand years? Will the characters release them or slay them? Do I want repercussions either way?
What happens if the hunters are released or slain? Can the characters stop them? Should they be able to? Would it be a better plot to unleash these bastards across a million worlds, or to have it end before that happens?
I keep all these questions in my mind as questions, answering some of them according to what I know the characters will likely do, but leaving the others until I run the scenario, knowing they'll be answered during play.