First of all, if you go ahead with your game as planned, you should expect some PC deaths... If you run the PCs into bandits and kobolds, you should expect them to pick up a rock, stick, or staff, and to enter combat two-handed, wielding them as a club. If they do, they will probably die...
You need to stick to lower-powered, team-building exercizes. LOOK at the PCs, and what skills they have. Try to design situations where one PC, alone, can't handle it, but the TEAM can.
For example, if one PC has Climb (4), a child falling in the well might be good (the DC for climbing an unknotted rope, when you can't press against the wall, is pretty high - 15?). Two can run for help, while the climber climbs down, and someone stays to help winch them up, once he has a grip on the child.
You're going to have to pay special attention to the wizard PC, as he may well have no generally-useful skills... You may have to work Knowledge (Arcana) and/or Spellcraft into the game... Of course, if you start them as Commoners, this won't be a problem.
Another team building episode might be the "see the Bard" idea, where one PC has a Profession or Craft skill, and has to "finish his work" before he can go... and there's just TOO MUCH to do! The other PCs can use the "Aid Another" action to help him finish his chores, and the PC with the skill can use Profession or Craft to "supervise unskilled workers". For every PC who succeeds, the skilled PC gets a cumulative +2 modifier on his roll. If he makes it, they get done, in time. If not, he doesn't get to go...
As for other adventures, here's a list of 70 or so, although this one is geared more towards Sci-Fi, and some may be too hard for neophytes... It will give you some ideas, anyway:
http://anch_stevec.crosswinds.net/5-minute.htm
You'll notice that "Cattle Drive" is one of them!
Also (especially if you have a Ranger in the party) tracking anything lost is a good idea (whether it's Bossy the cow, or Spot, the Widow Rohl's poor pup, or even little Pauline). Once they find it/her, quicksand is a good option to make things tougher without serious risk to the PCs (can they get it/her out, before it/she sinks?).
In general, you're going to have to look at which skills the PCs take in order to figure out what adventures work best to utilize those skills. If no one takes Search, for instance, having lost things isn't such a good idea. If no one can track, missing cows and pets will be tough to find. If no one can Climb or Swim, kids down the well will probably just get a PC drowned, etc.
By the way, in situations where the PCs "die", especially in town, they really shouldn't... The village priest should intervene, and the kid just have pneumonia for the next month, instead. Letting a PC drown because they failed their Swim check while trying to save little Timmy from the well isn't going to come off very well... Better to let the grownups arrive, and someone pull them both out, reviving the "dead" PC.
Just my $2.50.