I'd also suggest a few noncombat encounters. An important thing with newer players to help prevent future murderhobory is to not have every encounter they have outside a tavern be inherently hostile, to teach them that there are alternative approaches to solving problems than combat.
In that spirit:
1) A band of goblin minstrels who seek nothing more than to enthrall the party with a traveling play/music of their own...unique flair. Describe it as either ghastly, slightly morbid (maybe one gets injured or maimed during it, but the show must go on!), and clearly not very well done, but have all of them acting their little hearts out. Alternatively make it surprisingly well done, and entirely a surprise. Pending on how jumpy the party is the beginning could be "an abush" or musical theater, or they could be annoyingly insistent on performing.
2) A group of passing centaur undergoing a coming of age ritual (give it a fitting name). Basically they have to prove their bravery by performing a mock combat in the form of "tag jousting" an armed force. The idea is that if they can touch such a target they are clearly ready for real combat or hunting. They try to charge the party unarmed in sweeping drivebys and attempt to "tap" them on the back. Just use combat rules and have them make attack rolls or athletic checks to "slap" the party on their backs. A particularly high roll might necessitate a save to not fall prone. Yes, this would provoke attacks of opportunity.
The goal of the centaurs is to either tap each player once or get a number of successful points (obviously martial characters should count as two points due to the greater risk). The game lasts until every centaur can score a minimum amount of points or one of them is close to death or falls unconscious, at which point the centaurs make to save their fallen comrade and running off. Make it clear to the players that all but one centaur (who isnt joining but is watching with a bow that he will use to fire warning shots if players try to kill a fallen centaur), are unarmed and on the younger side but do NOT have the centaurs explain this ritual to them unless they've good reason like a fallen comrade. Have the party either try to figure it out on their own or give them tidbits if they roll knowledge checks.
3) A party of passing merchants offers the party food/ale/comfortable bedding for the night. If the party accepts one of the merchants tries to rob the party during the night. One option is to make it a child of one of the merchants. Another is to have the merchants themselves be equally offended with the would be robber, and offer not only to punish them on behalf of the party but possibly give the party a minor parting gift.
I could go on but all of these sort of play off stereotypical expectations from typical monsters (goblins, centaur, bandits, etc.) and gives the party noncombat options.