Sinon: The Master of Deception
“Discover Sinon: The Cunning Greek Archer Whose Deceptive Skills Turned the Tide of War!”

Sinon is famous for two things. First, he lights the beacon alerting the Achaeans to attack Troy for the final time. Second, he is history’s greatest liar.
Trojan War: Roleplaying in the Age of Homeric Adventure
A Mythic Vistas Sourcebook for the d20 System
Written by Aaron Rosenberg
- Alias: None (Sinon is primarily known by his given name)
- Gender: Male
- Race: Human
- Occupation: Greek Warrior, Deceiver, Strategist
- Religion: Greek Pantheon (Worships various gods, including Athena and Hermes)
- Allies: Greek forces, especially those involved in the Trojan War; notable figures might include Odysseus and other strategists of the Greek army
- Enemies: The Trojans, especially those who suffered from his deception, including notable figures like Hector and Priam
- Abode/Base of Operations: Typically associated with the Greek camp during the Trojan War; after the fall of Troy, his whereabouts would be less certain, but likely involved in Greek or Mediterranean regions
- Nationality: Greek
- Languages: Ancient Greek
- Alignment: Chaotic Neutral (or Lawful Evil, depending on interpretation; Sinon is more focused on achieving goals through deception rather than adhering to a strict moral code)
- Affiliation(s): Greek army, specifically involved in the fall of Troy
- Significant Others: Not widely documented; Sinon’s mythological narratives do not prominently feature romantic relationships or significant others
Sinon, a figure etched into the annals of Greek mythology, stands as one of the most cunning and controversial characters of the Trojan War. Known for his unparalleled skill in deception and strategic acumen, Sinon’s story is one of betrayal, manipulation, and the shifting tides of fate.
Life Story: Sinon’s tale begins amidst the chaos of the Trojan War, a conflict between the Greeks and the Trojans that lasted a decade and was marked by both legendary heroism and treachery. Sinon was a Greek warrior whose name became synonymous with deception and guile. His most infamous role was during the final days of the siege of Troy.
Events and Exploits:
- Deception at Troy: Sinon’s most celebrated exploit is his role in the subterfuge that led to the fall of Troy. As the Greeks devised their plan to end the protracted siege, they constructed a colossal wooden horse—an ingeniously crafted ruse that would later become known as the Trojan Horse. Sinon was chosen to execute a critical part of this plan. He was sent to convince the Trojans that the wooden horse was a sacred offering to the gods and a symbol of their retreat from the war. His acting skills and carefully crafted lies played a pivotal role in convincing the Trojans to bring the horse within their city walls.
- The Fall of Troy: Following Sinon’s convincing speech, the Trojans, believing they had been gifted a token of peace, brought the horse into their city. The Greeks, concealed inside the horse, emerged at night and opened the city gates, allowing the Greek army to pour into Troy. This act of treachery led to the ultimate destruction of the once-great city, marking the culmination of a protracted and bloody conflict.
- Escape and Legacy: After the fall of Troy, Sinon’s role in the destruction of the city earned him infamy. His survival and the subsequent story of his actions became a part of the broader Greek mythological tradition. His cunning and deceit were recognized as pivotal to the Greek victory, and his legacy as a master of manipulation became a topic of both admiration and revulsion.
Achievements:
- Mastery of Deception: Sinon’s ability to deceive the Trojans and ensure the success of the Greek strategy was a testament to his skill in manipulation and psychological warfare.
- Impact on Mythology: Sinon’s actions had a profound impact on Greek mythology, symbolizing the use of intellect and deceit in achieving strategic goals. His story is a prominent example of how cunning can alter the course of history.
Character Description: Sinon is depicted as a figure of sharp intellect and persuasive eloquence. He is often portrayed with an air of confidence and calm demeanor, qualities that served him well in his role as a deceiver. Despite his outward charm, Sinon is a character marked by inner complexities. His ability to manipulate others and his role in the destruction of Troy are both sources of his notoriety and his strategic genius.
Fears and Motivations: Sinon’s primary fear is the potential retribution for his role in the destruction of Troy. Despite his success, he lives with the knowledge that his actions have left a trail of devastation and betrayal. His motivations are driven by a combination of personal ambition, survival instincts, and the strategic necessity of the Greek cause. Sinon seeks to ensure his place in history, not just as a footnote but as a key player in one of the most consequential events in mythological history.
Goals: Sinon’s ultimate goal is to secure his legacy as a master strategist and to ensure that his contributions to the Greek victory are remembered. He aims to be recognized not just as a deceiver but as a pivotal figure in the history of the Trojan War. Despite the controversy surrounding his actions, Sinon hopes to be acknowledged for his role in shaping the outcome of one of the most famous conflicts in mythology.
Sinon | |
Male human Rogue 8/Fighter 4; | |
Medium humanoid | |
Hit Dice | 8d6+8 plus 4d10+4; hp 62; |
Initiative | +6 |
Speed | 30 ft. |
Armor Class | 17, touch 12, flat-footed 17; |
Base Attack/Grapple | +10/ +11; |
Attack | +12 melee (1d6+1/19- 20, masterwork short sword) or +12 ranged (1d8+1, throwing spear) |
Full Attack | +12/+7/+2 melee (1d6+1/19-20, masterwork short sword) or +12 ranged (1d8+1, throwing spear); |
Space/Reach | 5 ft./5 ft. |
Special Attacks | sneak attack +4d6; |
Special Qualities | evasion, improved uncanny dodge, trapfinding, trap sense +2, uncanny dodge; |
Saves | Fort +7, Ref +9, Will +3 |
Abilities | Strength 12, Dexterity 14, Constitution 12, Intelligence 13, Wisdom 11, Charisma 16. |
Skills | Appraise +12, Bluff +21, Climb +4, Diplomacy +20, Disguise +14 (+16 acting), Hide +14, Intimidate +7, Jump +4, Listen +11, move silently +14, Search +12, Sense Motive +13, Spot +11, Survival +0 (+2 follow tracks), Use Rope +4; |
Feats | Dodge, Improved Initiative, Mobility, Negotiator, Persuasive, Piteous*, Run, Skill Focus (Bluff ), Stealthy. |
Environment | – |
Organization | – |
Challenge Rating | 12 |
Treasure | – |
Alignment | Chaotic Neutral |
Possessions: masterwork leather cuirass, leather helmet, leather peturgis, masterwork leather dyplon shield, masterwork short sword, throwing spear