Pyxis of Pandemonium

This box was found within Stonehill Mine, after defeating everything within it was found among other treasures near Anteus' altar. Carban was the one to find it and immediately opened the box without it even attempting to charm him, as he thought it was just another box. This released 3 Shadow Demons, that swiftly defeated Carban (despite an attempt from Khantos to save him) and then fled the cave. After this Carban picked up the box again, and found out that it could give the effects of the spell Bless until the player finishes a short or long rest. However he then failed the Wisdom save against the items curse, charming Carban into opening the box once again, which released spirits that took control of the characters bodies forcing them to dance before seemingly disappearing. This prompted the party to place the box in a bag of holding as it was deemed too dangerous to keep a hold of. (Sx06 - The Cave of Trauma)
The box wouldn't make an appearance for quite some time however not until the battle with the Bagman where the party forgetting the box was still inside turned inside out to drive out the Bagman, it fell to the floor and for a tense moment the party wasn't sure if it would spring open due to the impact, or something worse. Thankfully the dice were on the side and the box managed to stay closed. (Sx11 - You Thought it Couldn't Get Worse... SURPRISE!)
=== Pyxis of Pandemonium ===
Wondrous Item, legendary
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can’t gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.
Curse. Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel’s whispers for 24 hours.
he vessel as soon as possible. On a successful save, the creature is immune to the vessel’s whispers for 24 hours.
D8	CALAMITY
1 	Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success.
2 	Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it.
3 	Flood. The vessel casts the tsunami spell at a point of the DM’s choice within 120 feet of it.
4 	Medusa’s Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
5 	Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it.
6 	Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demons (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
7 	Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
8 	Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it.