Which traps end further movement for a hero?

By steverey, in Descent: Journeys in the Dark

Which traps, if any, stop all further movement of a hero in her turn?

With sufficient movement points or fatigue, can a hero who fell in a pit trap climb out of it in the same turn to continue the originally declared intent of smiting the enemy?

I honestly can't think of any traps that expressly end movement for a hero (but I could be missing one). For most of them, as long you have sufficient fatigue/movement points left, you can move out of a pit and the like.

Though that would be a cool trap, something on the lines of a trap that inflicts web so that it ends movement that turn and you have to roll to get out of it next turn.

steverey said:

Which traps, if any, stop all further movement of a hero in her turn?

With sufficient movement points or fatigue, can a hero who fell in a pit trap climb out of it in the same turn to continue the originally declared intent of smiting the enemy?

Only ones which specifically say so (Poison gas door trap IIRC?).

Yes.

Corbon said:

Only ones which specifically say so (Poison gas door trap IIRC?).

Yes.

Paralyzing Gas (Door) trap.

I think that Curse of the Monkey God also ends a hero's turn. That instruction might be hidden in the rules for transforming into a monkey, rather than printed on the card itself, though.

Yep Yep and Yep... and this is how and why I feel it's so important to wait untill that last most crucial step or two to spring a spiked pit or crushing block...

If you're lucky, putting them on ice (with Frozen Path) will end their movement.

haslo said:

If you're lucky, putting them on ice (with Frozen Path) will end their movement.

Not just their movement, but their entire turn--which means they can't make an attack or place an order that they were saving until after their movement, either.