Mansions of Madness is a supplement for the Call of Cthulhu RPG, which focuses on scenarios about houses. The 2007 reprint I have included "The Old Damned House," which brings the number of scenarios in the book from five up to six. The art is very good, and there are a pile of handouts.
Mr Corbitt
Dear old Bernard Corbitt, pillar of the community, neighbour and all around nice guy. Pity he keeps something distinctly nasty in his base. A challenging scenario, pitting the investigators against an enemy who lives next door and can't really be taken care of with fire power and explosives. A good scenario for a beginning group, with lots of investigation and mythos action.
The Plantation
A deadly encounter in the Deep South with Southern Genteel, insane Obeah worshippers, a sorcerer who is not what he seems, undercover cops, and a bloated magical monster who's become a problem for a Great Old One. This trip into the swamps of South Carolina is pretty fun, but an adventure the players will really have to work hard with to survive.
Crack'd and Crook'd Manse
A mansion in Massachusetts full of secrets, but all of the deaths associated with the mansion have nothing to do with the real threat, the spawn of an Outer God, who infests the house in a most abnormal way. Lots of room for gruesome deaths, good role playing and a truly unique monster.
The Sanatorium
A relaxing stay at a friend's asylum on an isolated island turns out to be very unrelaxing indeed. A madman with an axe, an otherworldly thing, and an Egyptian Princess, plus inmates, makes for a brilliant scenario with great npcs and a tight storyline. The inmates are a colourful bunch and can either end up helping or hindering the players.
Mansions of Madness
A hunt for a potent magical artefact, with a deranged sorceress, a being of the Dreamlands and a mobster with some sickening deformities. A very interesting scenario, with some great villains and more seedy characters than a waterfront bar during prohibition.
The Old Damned House
A missing jewellery thief and his treasure are the least of the players troubles, with a cursed family, their mutant offspring, and a abomination locked away for hundreds of years. Includes lots of investigation and good characters, and must be applauded for the use of a seldom seen Old One and his lair.