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Mansions of Madness: Six Classic Explorations of the Unknown, the Deserted, and the Insane (Call of Cthulhu) [Perfect Paperback]

Michael DeWolfe , Wesley Martin , Mark Morrison
4.5 out of 5 stars  See all reviews (2 customer reviews)
RRP: 14.99
Price: 12.57 & FREE Delivery in the UK. Details
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Product details

  • Perfect Paperback: 162 pages
  • Publisher: Chaosium Inc.; 2nd Revised edition edition (1 Jun 2007)
  • Language: English
  • ISBN-10: 1568822111
  • ISBN-13: 978-1568822112
  • Product Dimensions: 26.9 x 21.3 x 1 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 62,504 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews
7 of 7 people found the following review helpful
5.0 out of 5 stars Mansions of Madness 5 Aug 2008
Format:Perfect Paperback|Verified Purchase
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.
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1 of 1 people found the following review helpful
4.0 out of 5 stars Clasic Cthulhu 17 Feb 2011
A Kid's Review
Format:Perfect Paperback
This is a great little set of scenarios for Chaosium's Call of Cthulhu RPG. The adventures range in length and complexity but most would be fine for an evening's play. The book comes complete with the handouts that you need in the text at the back to copy and give to the investigators and the the background attached to each story gives enough for even a novice keeper to run sucessful games.

The only drawback is the quality of the illustrations within, they are a tad dated and are all black and white but this doesn't detract too much from the overall experience. Still definately worth a look for Cthulhu enthusiasts.
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Amazon.com: 4.8 out of 5 stars  8 reviews
7 of 7 people found the following review helpful
5.0 out of 5 stars Cthulhu's House of Horror 31 July 2005
By Alexander Scott - Published on Amazon.com
This 1920s scenario book MANSIONS OF MADNESS has a theme of houses (ya think?). Since the plot device is an object and not an event, it is much easier to insert these adventures into your game without outside connections; at least one, "Mr. Corbitt" (unrelated to a different Corbitt in a different house from the rulebook) has nothing to tie it down to any location. It is, in fact, in your neighborhood! Others, like "Plantation" and "Mansion of Madness" are tied to a particular region, while "The Sanatorium" is an island, but it could be off any coast. So all the scenarios are really versatile, and can be inserted into almost any campaign or even be involved tangentially in a single adventure.

The other distinguishing characteristic of MANSIONS OF MADNESS is that all of the adventures seem exciting. That's right, ALL of them. Usually you see one great, two good, and two filler. And that's a good supplement. No, all five of the scenarios in MANSIONS OF MADNESS look exciting and interesting.

"Mr. Corbitt" - a non-descript man in a non-descript house in a non-descript neighborhood. Except you happen to live there. You might think that the exotic garden he keeps in the back is the plot hook - ala "Little Shop of Horrors". If so, you'd be wrong . . . and maybe dead. As a bonus, the crypto-cultist isn't intentionally evil; he's doing the best he can in a crazy situation. One-D cultists are easy to dispose of; when the antagonist is a genuine nice guy, except for the whole "end-of-the-world" thing, it gets real interesting.

"The Plantation" There's a cult, a sacrifice, and a cultist ringleader. There's also an evil sorceress playing the cult for fools. And she's not human. And your friend (the good guy) wants to break up the cult so that he can start his own. Oh yeah, there's a GOO involved here too, but he's on your side. Of course, that's just as bad. There's some serious layers to this adventure.

"Cracked and Crook'd Manse" It's the house man, it's the house! Faster, investigators, kill! kill!

"The Sanatorium" Okay, you're on an island for rest and relaxation. Ha! Investigators only get R&R when the Keeper secretly plans to kill them all. Of course, you're trapped in an asylum on an island after a man is possessed and kills all the doctors. So now you've just got crazies walking around. What I particularly like in this adventure is that the investigators can restore order by giving medicines, continuing psychoanalysis sessions, etc. Otherwise, the crazies all become level-up POW snacks for the bad guy.

"Mansion of Madness" This is really a two part adventure, centered around a macguffin. The fun part is all the bad guys losing their humanity to possess it. This story is good and creepy in a lovecraftian way. And really, what more could you ask for?
9 of 10 people found the following review helpful
5.0 out of 5 stars Has the best adventures 23 Nov 2008
By Skyman - Published on Amazon.com
Format:Perfect Paperback
I highly recommend this for players of Call of Cthulhu RPG. Has 6 adventures that can be played over 1-2 sessions each. None of the adventures is connected to each other but stand alone. The best adventure is the Crack'd and Crook'd Manse. The weakest adventure is Mansion of Madness. IMHO. The other adventures are great and I ran a couple over and over for players. Example I ran Mansion of Madness three times for folks and it's the weakest of the bunch
This is a must buy for any serious player
2 of 2 people found the following review helpful
5.0 out of 5 stars Filled with classic scenarios 7 Feb 2011
By John W. Harris - Published on Amazon.com
Format:Perfect Paperback
This is one of the best collections of Call of Cthulhu scenarios out there. Crack'd and Crook'd Manse and The Sanitorium are the highlights, but all of these adventures are at least very good. CaCM, in particular, is one of the best for the system, up there with The Haunting in my estimation.
5.0 out of 5 stars A great adventure book for beginners and intermediate alike. 20 July 2014
By Brian W. - Published on Amazon.com
Format:Perfect Paperback|Verified Purchase
This is the book that really got me into running Call of Cthulhu. This book has six adventures, all of which I found very easy to read and understand. I found the adventures very easy to run,even for a first-time like me. Each of them had enough information for me to handle all the little 'deviations' my players came up with, and the plothooks were good enough to lure my players in. All the stats for characters and monsters were clean and easily presented. Although I primarily used them for oneshots, it seemed like it would be easy enough to incorporate the stories into a campaign, or even start one. Although the book is intended for 6th edition (I think) I found the adventures easy enough to adjust for the 7th edition.
5.0 out of 5 stars Worth the risk. 5 Dec 2013
By Ryan McAlister - Published on Amazon.com
Format:Perfect Paperback|Verified Purchase
I bought this because I loved the board game. To my shock I found that one of the"Explorations of the unknown" was right here in my own backyard of South Carolina. So I made it my first expansion books.
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