I've been using DUNGEON for our CONAN RPG and D&D adventures for the past many years. Consider that you're probably working too hard on meaningless things if you are having difficulty with conversion from D&D to Conan. I suggest the guidelines below for conversion:
1. D&D scenarios have lots of monsters. Whoopdedoo.
All you have to change is their appearance
description to the players. Need an armor number? Pick one that sounds good.
* D&D Humanoids
(and even some monsters), You don't need to change stats, classes or anything. E.g. A hobgoblin, halfling, elf, or LizardMAN or Kenku or Orc is a Hyborian race. Classes are pretty obvious. Say they're "nomads" or whatever with skills that are unusual if you happen to have Rules-Lawyer (if you haven't already kicked him out of the group). It doesn't matter.
* D&D "Monsters":
A Xorn suddenly becomes a tentacled beast. An owlbear suddenly becomes a regular bear with more hit points. Why bother to convert them otherwise?
Just note a page of a monster from your CONAN book if you have to.
2. Location & Theme. Grab your Road of Kings and set it. Do a quick search online for background information if you're short on time (I prefer the Marvel universe stuff). Need a god. Pick a random one and you' All players need to hear is "He's a Shemite, wielding a Broadsword, doing a sacrifice in front of Ishtar."
3. Dungeons - D&D scenarios have a lot of Dungeons. Big deal. Set it in a city or a jungle or a desert and make each room a seperate encounter if you don't like Dungeons.
4. Magic & Spellcasters. If you know your conan Rules you won't have any trouble "winging" this either. Write some spells down based on a rough estimate. If nothing else, have a 'bastardized' version of the D&D spell if you want to 'wing' it even more.
5. Weapons & Armor. Weapons are an Ape-Brainer. Armor takes about a nanosecond to figure out roughly in your head..just throw out a number. It doesn't have to be exact. You're not going to 'break the game' if it's not perfect.
6. Magic Weapons. Eliminate them. Hand out masterwork stuff, potions, or gems instead. We give out x.p. when players throw away their treasure (i.e. squander it in a city with nothing to show for it), so any gem is a treasure in our game.
All in all, I'd say the only things that may slow you down is magic and plot and that's only if you think way too hard. If you're trying to 'convert' all that stuff because you don't realize that 99% of the work is unnecessary, maybe you should consider employment in Yildiz' army as Conan-fodder
BTW, I'VE COMPLETED THE DUNGEON INDEX. It has all the blurbs, D&D levels and everything.
Here are some samples of adventures I've run and the thematic changes I've made:
AlQuadim (2nd ed.) - Boxed set adventures set around the Vilayet sea.
Crucible of Freya (S&S): Brythunia, Kozaki Steppes, Northern Vilayet. Used for basic plot outline only.
Racing the Snake(DUNGEON): Graaskal mountains. Major changes unnecessary. Threw in some homocidal Hyperborean raiders.
Jackal's Redemption (DUNGEON): Zamora. Easy.
The Seventh Arm (DUNGEON): Zamora; it just feels right.
Pandemonium in the Veins (DUNGEON): Corinthia; removed any 'benevolent' figures from the scenario.
Age of Worms (DUNGEON): 4 gods: Mardu (Shemite/Sumerian), Tiamat (Shemite/Sumerian), Pazuzu (Shemite/Sumerian), Nergal (Shemite/Sumerian). Also Derketa's religion appears in a scenario just as a tease to the PC's. Set in the deserts of Shem (instead of a swamp..no, not a tough conversion) around a salt lake near Eruk. We're currently in Sabatea, where I'll be running "Blackwall Keep."
P.s. BTW, we no longer use the RPG system except for races, feats and themes. Both the GM and the players felt that the changes from D&D to the RPG were not worth the effort (a long-time gripe by my players..of which many quit our group). We have a short list of house rules now. I'm such a hippocrite