Your Game Log holds every roll your table has ever made, with the time it was made. That is your campaign's chronology — and it is the one thing a fresh start cannot give you back. Here is how to bring it across.
Everything else about a campaign can be rewritten. Notes can be pasted, characters re-imported, maps redrawn. What cannot be reconstructed is when you played. A campaign that has been running for two years and shows up here with every session stamped “today” has lost the thing that made it worth keeping.
There is no “connect your account” button on this page and there is not going to be one. You copy your own log; we read the text you paste. We never sign in as you, never call their servers, and never hold a credential of yours.
That is a deliberate choice rather than a missing feature. A DM copying their own data out is one thing; a service systematically pulling a campaign out of an account is another, and it is the second one their terms speak to. So we built the first one properly instead of the second one carelessly.
The Game Log lives on your campaign page on D&D Beyond, in the panel that lists every roll. There is no export button, so this is a copy-and-paste job — which sounds worse than it is, because the whole thing takes about a minute.
If your browser lets you select the log as a table rather than as running text, that works too and reads slightly more reliably. Both arrangements are understood.
Pressing “Read it” writes nothing. It reads the paste and shows you what it found, and you tick what is true. Nothing reaches your campaign until you press Import.
| What it shows you | Why it is there |
|---|---|
| The nights it found, with dates, times and roll counts | So you can see that a night with 140 rolls is a session and a night with 3 is you trying out a new weapon on a Tuesday. Thin nights arrive unticked. |
| “Already here” on a night that matches a session you have | Your sessions are attached to, never duplicated. A campaign that already has 24 sessions ends up with 24, not 48. |
| “Approximate” on a night dated from a relative time | If your log said “2 days ago” rather than a date, we worked it out from when you pasted. That is usually right and occasionally a day out, and you should know which nights it applies to. |
| How many lines it could not read | A clipboard format is a guess. We would rather tell you we read 340 of your 412 lines than quietly present 340 as all of them. |
| Names that rolled dice and are not in your Codex | The interesting part. Add the ones you want, one at a time, as NPCs or anything else. |
The other thing worth taking out of D&D Beyond is the campaign description, and it does not go through this page. In the campaign we tested this on, the description held 63,557 characters — the entire world bible, already written, sitting in a text box nobody had looked at in a year.
That path reads prose and drafts Codex entries from it, with every entry quoting the line it came from and nothing saved until you approve it. It is a different tool from the game-log importer for a good reason: prose needs reading, and a roll log needs only counting.
Player characters do not come from the log — it records what they rolled, not what they are. Import them the ordinary way: on the Characters page you can paste several D&D Beyond character URLs at once, one per line, and they come in together.
If you would rather not have anything fetched at all, each player can export their own character sheet as a PDF from D&D Beyond and you can import that instead. It produces a fully working, recomputable character, and nothing of yours goes anywhere near their servers.