I bought the hardcover version when I took the plunge into 7th ed CoC. It's a mixed bag of 5 adventures. One stands out as very good IMO. 2 are decent and 2 are substandard. I wouldn't pay full price for it but the sale price is worth it if you are looking for some shorter adventures that you can run as one-offs.
The first scenario, Darkness Beneath the Hill is easily the weakest of the lot. I suspect it was written with the mindset that it would serve as a sort of bridge to bring D&D players over to Call of Cthulhu. IMO, it fails. It's basically an extended dungeon crawl beneath a house. There is a lot of back story written for the GM's benefit but none of that information is likely to be passed on to the players so they're just going to be slogging through a maze, fighting hordes of monsters and, because it's CoC and not D&D, likely dying like flies or going insane.
The second scenario, Genius Loci takes place in an asylum (cause you can't have an adventure compilation from Chaosium without at least one scenario taking place in a loony bin) and is heavily focused on investigation. Decent scenario but somewhat problematic in that experienced CoC players will likely guess what they're up against fairly quickly. New players may well get frustrated by their inability to deal directly with the threat.
Servants of the Lake is the third scenario. This one is quite straightforward. Players need to investigate a missing person and wind up at a secluded, creepy hotel by a lake. Lots of sneaking around, eavesdropping, and breaking and entering. Easily can spin out of control with some failed stealth roles which might require some on the fly adjustments by the GM to keep it from going off the rails. The final encounter will likely be very, very deadly for the players.
Ties That Bind is the other disappointment in the collection. The "mystery" should take nearly any group all of 5 minutes to figure out. Then it just becomes a straight up fight. Might work if you run a Pulp version of the game but even then, it'll be relatively short and linear.
None More Black is the final scenario in the book and, IMO, the best of the lot. Students at a university are becoming addicted to and sometimes dying from a new drug that's appeared on campus. Players need to find the source and shut down production. Lots of different investigative paths to take in this one. It's still relatively straightforward (as are all the scenarios) but has more depth than the other scenarios. There's potential for a lot of combat depending on player actions but there are options for the GM to ramp up or down the level of threat in the scenario.