Lore & Play

Bring your history from D&D Beyond

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.

1.Why the Game Log is worth the five minutes

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.

  • Session dates, for free. Rolls cluster into the nights they were made on. Eleven nights of play become eleven dated sessions, and you tick which ones are real.
  • A Chronicle with something in it. The campaign Chronicle fills from dice rolled here, which means it starts empty and stays empty for anyone who has been playing elsewhere. Importing the log is the only way it ever holds your history.
  • The NPCs you never wrote down. You roll for your own NPCs, so the log knows names your notes never caught up with. In the campaign we tested this on, three of them appeared nowhere in a 63,000-character world bible.
Nothing here uses AI and nothing is charged. A game log is structured text, so we read it with a parser rather than a model. It is free on every account, including the free one.

2.We never touch your D&D Beyond account

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 log will contain other people's names. Your players' character names, and sometimes the names they use on their accounts. That is ordinary campaign data and it stays in your campaign — but it is worth knowing what you are pasting.

3.Getting the log out

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.

  1. Open your campaign on dndbeyond.com and find the Game Log panel.
  2. Scroll it all the way back. This is the only part that takes patience: the log loads more as you scroll up, and whatever you have not loaded is not on your clipboard. Keep going until it stops adding older rolls.
  3. Click just above the oldest roll, then scroll to the bottom and shift-click just below the newest one. That selects the whole log without dragging through a year of it.
  4. Copy (Ctrl+C, or ⌘C on a Mac).
  5. Come back here, open your campaign's Chronicle tab, and press Bring your history from D&D Beyond. Paste into the box and press Read it.
A partial log is fine, and you can do it twice. Import what you have today, scroll further back another evening and paste again — rolls that are already here are recognised and not written a second time. Nothing is duplicated by re-importing.

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.

4.What you see before anything is saved

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 youWhy it is there
The nights it found, with dates, times and roll countsSo 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 haveYour 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 timeIf 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 readA 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 CodexThe interesting part. Add the ones you want, one at a time, as NPCs or anything else.
A date you typed yourself is never overwritten. If you have already set a session's date by hand, the game log will not move it, even though the log's own timestamp is otherwise trusted above almost everything else.

5.And the campaign description

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.

  1. On D&D Beyond, open your campaign and click Edit Campaign.
  2. Select everything in the Description field and copy it.
  3. Here, go to Import a campaign, paste it, and let it read.

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.

Do the description first and the game log second. Then the log's “names that aren't in your Codex” list is short and interesting, instead of being your entire cast.

6.The characters themselves

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.