Hey mate, good job on publishing the game. It's been a long time since I've played a renpy game, so playing this felt a bit nostalgic and warmed up my otherwise stone cold heart.
It's not a bad story overall, but I would definitely think of some ways to diversify the endings a bit. Four out of five times I played this game I ended up pretty much in the same place, even when I purposefully chose to omit some sidequests .
Also, I admit that most of the dialogue options (even the ones that are purposefully "random") are pretty tame, and they are far from the surreal stuff that actually happens during some DnD campaigns. I would expect an option to kill the red-skinned daemon at the beginning, consume its flesh raw, fail a constitution test and then spend the next three days in the nearby inn with an infernal case of dysentery, unable to leave the latrine as the pieces of daemon meat wreak havoc in my digestive system. On the second playthrough I would also want to prepare for the battle with the Wizard a bit better, presumably by murdering and plucking the annoying man-chicken, and then dyeing its feathers black with soot from the campfire that I would cook bloody chicken tenders on! Perhaps they would not have the same power as the magical black feathers you find throughout the game, but at least it would give me a chance to intimidate the Wizard and gain some initiative. I could then examine her assets more closely before jumping hands-first into battle.
Ah also maybe include an option for at least one of the side characters to join your party? Why there is no party-forming in a game about DnD is beyond me mate. Personally I'd go with either the merchant, since he definitely needs an opportunity to make up for his wicked sins, or the bird-kid, so that he gets some further development and we can find out how he became the winged abomination that he is now.
I really hope the story will expand and branch out a bit more with subsequent updates. I think now that you have the main route down you can go berserk on it and work this thing into something really interesting. Think of it like this - the Emily's story is complete, so now you have to give the player more agency and ways to potentially break the storyline. Get wild. Get happy. Never stop never stopping. The fortune is yours to seize. Cheers!