Murder Hobros is an actual play podcast with a disarmingly plain premise: by the DM's own account, the campaign is how he and his friends stay in touch. Josh runs the table. The first season was the group's take on Ghosts of Saltmarsh in Dungeons and Dragons 5e, but the fourth made a clean break for Through the Breach, a roleplaying game set in the Malifaux universe. The dice go too. Actions resolve with playing cards instead, so the table talks in flips, pulls and target numbers. The DM frames the episode 'Through The Breach' as a session zero that teaches the players the card system and brings in their characters, which makes it the obvious place to start that season. Elsewhere the arithmetic stays audible. A shotgun blast in 'The Source of it All' needs an eleven, lands an eighteen, gains a point from extra powder, then loses half its damage as some of the shot passes through a poltergeist. The ghost screams anyway, and the DM describes it, for the first time, as genuinely panicked and hurt. The same episode turns up candles, a blanket, signs that people have been down there, and an egg bearing what look like TNT blast marks; one player's answer is to suggest blowing it open. The titles show a longer arc too: 'Build Up To The Pit Fight', 'Pit Fight Pt. 1' and 'Pit Fight Pt. 2' form one run, and a recap elsewhere describes a series of three pit fights at Arlen Derrick's World of Fisticuffs. Those bouts set characters such as Clyde against mining constructs animated by slivers of soul stone, with Egg at one point slipping dynamite into an exhaust. One construct carries an integrated grenade launcher, and its soul stone, which the DM compares to Iron Man's arc reactor, sits behind a heavily armored chest. A crowd above the pit chants 'the noose', and one dodge of a mining pick succeeds with nothing to spare after a player swaps in a better card. In 'Build Up To The Pit Fight', the players needle a big man named Ned with a jab about his mother that makes him go very serious. The same episode has Egg peering through a window at a clinical, neutral woman cleaning a saw, who curses in a sudden burst of frustration. 'Entering The Well' goes darker: a lantern barely reaching the edges of a flooded cavern, the sound of pouring water, and a poltergeist with thinning hair, a sickly yellow scalp and one glint of awareness in its dark eye pits. The talk around all of it is loose, profane and prone to tangents, down to a player who cannot find their own pneumatic arm on the character sheet. Even wardrobe gets negotiated: when a mining pick slashes a character's hoodie, the player clarifies that there is a long coat over it. It is actual play with the seams showing, held together by a DM who can make a receding hairline sound like a threat.