Great dungeon generator, right here:
http://donjon.bin.sh/d20/dungeon/
Very flexible roleplaying rules, right here:
http://www.enworld.org/forum/showthread.php?349392-Modos-Rulebook-the-real-time-editing-thread
Okay, okay. That second link doesn't have combat rules posted yet. But it generally goes like this:
Initiative
When combat begins, every character rolls initiative on a d20. Use your best ability modifier to increase your result. This determines the order of turns in the combat round, starting with the highest, and going to the lowest.
Posture
There's no grid or positions, just posture. Which one you're in at the start of combat depends on how you got into combat. Offensive posture is like the front row of combat; you take full melee, missile, and magic damage from the enemies in offensive posture, half melee damage from enemies in defensive posture, and full missile and magic damage from enemies in defensive posture. In defensive posture, you take half damage from all attacks except for missile or magic damage made by offensive enemies. Flip these around to see how your attacks do damage.
Actions
The combat round proceeds by actions. The character with the highest initiative has the first turn, and he gets to use as many actions as he wants during his turn. During any action of the current player's turn, someone who's waiting for his turn can use one action. If this person's initiative is higher than the current player's, his action happens at the same time as the current player's action. If this person's initiative is lower than the current player's, his interrupting action happens immediately after the current action. After all actions are resolved in initiative order, the current player may use any other actions he has left, or he can reserve them for use during other players' turns.
Special Actions
Since having a higher initiative is beneficial in this system, characters can wait for an opening to get a better initiative. This costs one action, and the character must forfeit his turn. This action is called "delay."
To encourage players to act on their turns (instead of during everyone else's), they can combine actions. This only happens on a player's turn, and players can only combine actions made with the same skill. For each action combined, a player can make another contest roll. The player keeps the highest result and uses it for each action in the combined action. The downside to combining actions is that if circumstances change from one action to another, you can't abort your combined action.
End of Round
At the end of the round, any unused actions are discarded, and a new round begins with the highest character's initiative, and all characters get a new set of actions.