Those bothersome murder hobos just keep coming back. A princess needing saving, a realm under threat of an evil dragon lord, or a whole lot of bothersome orcs on the border and it's only a matter of time before the murder hobos turn up. Sure some claim to be heroes or more honestly opportunistic mercenaries but they are wandering slayers of all the survey just as likely to use cloudkill and firebombs in a tavern brawl as they are against an unholy host in a forgotten necropolis.
For years I've Dm'd dungeons and dragons and related games and time and again the players expose their characters to be naught but murder hobos. So why fight it? Why not structure the campaign to expect that, to deal with it, to embrace it? Are people, almost people, and not people at all that descend into the most dangerous of places imaginable to steal bar money really the right means to display heroic adventure.
I touched on shifting the classes to embrace murder hoboism: http://aeonsnaugauries.blogspot.com/2017/01/working-away.html
I discussed part of what causes murder hoboism in the past: http://aeonsnaugauries.blogspot.com/2015/06/murder-hoboing-as-reaction.html
There's a fairly fresh post on the whole murder hobo thing here at elfmaids and octopi: http://elfmaidsandoctopi.blogspot.com/2018/05/merry-murder-hobo-month-of-may.html
So yes dear reader a few posts shall follow expanding on the care, feeding and torture of the murder hobo. How to structure a campaign to actually deal with them, how to reward players for actually being heroes (what?) , and how to deal with the consequences of actions.