The Spider-God's Bride
I've mentioned this a few times. This is a Sword & Sorcery adventure supplement, independently produced, that you can get through
THIS WEB SITE.
It's not expensive, and it contains TEN adventures, some short, some of medium length, specifically written with the Sword & Sorcery genre in mind. The book is written for the Pathfinder 1E rules, but the great thing is that the author produced a free pdf that you can download from his site linked above that converts all stats in the book to Mongoose's Conan The Roleplaying Game. So the book is, basically, a third party, independently produced game supplement for your Conan game!
I bought the hardcopy version from Lulu.
Don't let the home-drawn cover turn you off. This book is a BARGAIN, and it is an EXCELLENT resource for your Conan game--especially since there is very little official support for low level play. You can play these adventures one at a time, or you can tie them all together into a grand campaign that will take your PCs from 1st level to 10th.
The suggested play area is Shem, but these adventures can easily be transplanted into just about any part of the Known World.
The reason I bring this up again is that, as I read through it again tonight, I noticed how much good advice it gives to a new Conan GM for running a Sword & Sorcery game. The book is written to fit in the author's own world of Xoth (which you can download maps and other stuff for using that link above), but, again, this stuff is 95% useful during the Hyborian Age. Typically, you just have to change a name form the Xoth version to that needed during Conan's time.
If you are using standard D&D 3E/3.5E rules or Pathfinder, there is a ton of useful advice for tweaking those rulesets from use in a High Fantasy game to a Low Fantasy S&S game. There's new character classes, notes on armor use, notes on sorcery, notes on healing magic, notes on beasties--all sorts of great stuff.
I think this section is perfect for use in converting standard D&D and Pathfinder adventure modules to your Conan game.
For example, it is suggested that an adventuring group encounter a maximum of two types of beasties during a single adventure. This is to keep with the flavor of Conan stories. He doesn't fight some new creature in every room. Conan doesn't fit into the Keep of the Borderlands--not unless the Caves of Chaos is changed to the lair of a wicked cult where Conan will find, at most, two different types of horrible monsters.
Another example is a note on magic. Sorcery in Conan's world is perverted nature. It is rare. Most people have never seen a spell cast, and those that have believe it to be the divine miracle of the god they follow--not a spell. So, the adventure book tells us, make sure to strip out any convenience magic that you will find in D&D adventures. You should open a cloak room and see a row of troll heads, all bitching at each other, being punished by having their heads chopped off and then set on pegs forcing them to have to wait until their bodies grow back (saw that in a TSR adventure once--thought it hilarious--but it has no place in a Conan story). Most traps in a D&D adventure are magical. Make them mechanical. Get rid of Magic Mouth and Hold Portal (or, at least, make it extremely rare when encountered). You get the idea.
The bulk of the book are the ten adventures, but you will find notes on equipment and a very useful section providing new powders and drugs that you can directly use in your game. Since Conan games don't have a lot of "drops" (Oh, lookee! A +1 dagger and a pair of Boots of Elvenkind! Just under this haystack!), mundane things like this are gold. Plus, Conan RPG players must get more creative using mundane stuff since, typically, Conan PC groups don't have even one magical item between them.
Another section that you will find useful is the section on the gods of Xoth. Since the Conan RPG doesn't provide much in the way of detail about the various Hyborian Age gods (even in the hardback book dedicated to that purpose), it makes it very easy to transplant those ideas into your game, change the names, and make that cult or religion come alive in your game.
For example, the Cult of the Keepers is highlighted in the first adventure. This is a sect that worships Yadar, the Lord of Death and Secrets in the World of Xoth. In a Conan game, you GM's out there have a choice. You can keep the name and god of the cult as stated in the adventure, because Conan is always facing some unheard-of-before cult in the various stories. Or, you can easily change these Yadar worshipers to a god that is well known in the Hyborian Age. The suggestion made in the Conan-Conversion downloadable pdf is that they become priests of Nergal (or even Mordiggian), which is cool because this gives you a link to the Conan story, The Hand of Nergal.
We know little about this god, Nergal. In the game, you can look at the hardback Faith and Fervor, and you can look to see if there is any information about Nergal in the core rulebook. You can check on the net (you might find something about Nergal at the Xoth site, linked above), and you can read Lin Carter's short story, which is based on REH's outline. And, of course, you can just make stuff up. But, to fire your creative juices, why not just import the Yadar stuff presented to you in this adventure sourcebook?