I changed the title to be a bit more specific, as I feel it was kinda misleading (as you are looking for someone to share their project/work as inspiration).
It is unlikely you will find someone willing to share a complete (or semi complete) adventure/RPG game, as they take lots of time and effort to create. (Not to say it won't happen! There are several friendly people here who may have a project to share)
That said, you can always search through Github and see what you can find. Here is a list OpenSource.com made with 5 open source RPG games (none of them in Godot, so you'd need to translate the code from their programming language to GDScript/C#)
OpenSource.com 5 new open source RPG games
However, (translating a project and) synthesizing its contents can be a rather overwhelming task. (I've tried. 5+ failed RPG's in various languages/engines). Here is what I would suggest doing:
1 | Break your game down into small, reasonable steps.
For example, if you want to make a character system where you can change which character you are in the world, with each character having unique dialog and combat. You can break this down as follows (one possible way, of course. This is just an example):
Find a way to store the current character and all other characters in some global variable for access from many different scripts -> (Find a way to store character as a variable. Search various variable storage methods, like a dictionary, list, array, etc) and (find a way to hold all of these values. One way would be making a global script as a singleton, or perhaps making a node that stays between scenes)
Changing characters -> (Make a system that changes character sprites based on a variable) and (Access the current character global variable) and (Make a system, likely a menu, for changing character)
Making a menu for changing character -> (Display a list of characters you can change to) and (Add a way to interact with the list of characters) and (Update list when new characters are added, and existing characters are removed) and ...
Hopefully you get the idea. By breaking down the project into smaller parts, it is not only much easier to find help, but it is also easier to stay motivated to complete the project (and as a bonus you can see your progress)
(I should note that breaking down your project into smaller parts really does help when you need to get help from others. It is much harder to find complete projects/games, while getting help for a little part of a game is much easier to come by)
2 | Don't get discouraged!
Making a RPG/Adventure game is really hard! I'd say most game developers want to make a RPG/Adventure game at some point because they're so fun, complex, and can tell great stories. There's nothing wrong with wanting to make a great, complex/advance game!
But do know that making a RPG can be a lot of work. Its much harder than some other types of games because of the volume of work that goes into it (story writing, programming, art, music, QA, marketing, etc) and while most of these same skills are needed in other games, the volume of story alone needed for a RPG generally makes it hard to achieve.
That said, it you want to make one, go for it! Just remember that due to the complexities of a RPG/Adventure game, it may take awhile to see results.
3 | Start small, and work your way up. This is similar to number 1, but I mean it differently here.
In this case, what I'm meaning is start your expectations at a reasonable level, especially if you have not made a RPG before. As I mentioned above, I've tried several times to make a RPG, and while I had varying levels of success, the biggest reason I've dropped them is because they are too complex for a single developer like me.
The ones I got the farthest on where the simpler ones, and funnily enough, they became more complex than the complex ones as I went along. I still had to ditch them though, because I simply did not have enough time to write the story (and then I lost them when I updated OS versions)
Another thing I would recommend is making prototype sized games testing a few features at a time. They are very good for learning and you can generally take what you've learned in a prototype and merge/convert it to work with your bigger project(s).
5 | Use source control!
Use source control so you do not lose your work! If you do not want to share your code, then use something like Bitbucket (they have a free option with private repositories). If you don't mind having your code visible, then something like Github will likely work fine.
The important reason to use source control is so you do not lose your work if something happens to your computer! Especially with larger games, it is vital your game does not disappear if something happens to your computer.
6| Have fun!
Make sure to have fun! Unless you need to make the game for monetary reasons, in which case, I would suggest taking a easier route, because RPG's are huge money sinks, making sure you are having fun with the project is a important step. It you are not having fun with a project, then your clients likely will not too (granted, game development is not all fun, and there is nothing wrong with having to work on a project that isn't fun if it makes ends meet and/or you want to)