This is awesome and I will definitely save this for reference as there are a few 2d6 systems I want to try out, but Hero Kids is even more basic than a 2d6 system, at least as far as I understand them.
Your stat pools are basically just the number of d6 you get to roll, and you just take the higher number. Every successful hit deals 1 damage (health pools are between 1-4, 1 being like a weak minion or a spider egg or something, 4 being a leveled up hero or a boss). So higher stat just means you are basically rolling with more advantage, more chances to get a higher number, but you always only use the highest dice.
So a hero with 3 melee attack would roll 3 d6 and take the highest number, and that is their attack roll. If they are attacking a creature with 1 defense, the GM would roll 1 d6 - if the attackers highest dice is equal to or higher than the defenders dice, the attack hits and the target takes 1 damage. Otherwise nothing happens.
I think the best way to convert something like 5e stat blocks into this would be to just say - is this monster supposed to be easy, medium, or hard - and then just copy a stat block from a hero kids monster that is similar to what you want. There is a pretty good monster compendium for hero kids so for a lot of creatures I can just use those directly.
I'm less concerned about copying stat blocks directly than I am about just having good narrative / story content, like NPCs and locations. Having never read any other RPG content besides Hero Kids (and perusing a D&D Players handbook a bit) I don't know how much of the adventures are story content that works everywhere vs just "This place has monsters with these stat blocks" that is D&D specific or requires conversion.
I didn't realize that DnD Beyond had free adventures, so I will definitely check that out, and that will probably give me the information I need on whether or not I'd like to spend money on other 5e adventures.
I do, I try to do as much creation as I can to exercise those skills, but having some prepared adventures to steal things from makes it a lot easier. Like going to the gym with a professionally made program before learning to write your own programming. And I don't want stuff so pre-prepared that I don't ever learn to make my own stuff - I'm not so much just running the pre-made stuff as I am dissecting it, trying to understand it, and taking what I like to plug into my game.
When I have prompt or encounter ideas I write them down in a notebook and flesh them out later, but a lot of the time when I sit down to prep it's hard to think of things out of thin air. I'm getting a lot better at creating new things and integrating things the more we play.
So yeah, any resources on how to better design stuff is very welcome too. I have watched a lot of the Matthew Colville running the game videos that have helped a lot (especially the "Prep Can Be Literally Easy and Actually Fun" video)
Something like Storycaster looks interesting. I have heard of some other story prompt / plot cards (Fabula and Narata) and I might look into those too... That kind of thing is exactly what I'm looking for. Something that can help me generate ideas to flesh out into encounters or side quests that I can keep in my GM notes and stick in different locations so when the players decide to go into the mountains instead of the forests I have a general idea of what might be there...