Oh no, there are events certainly memorable. I just figured the hand waving bits would be a different experience from most groups.
I remember killing the legendary T-rex. Actually I remember being invisible and running over to heal the fighter who was unconsicous, only to be foiled by the psion who dimension doored away with the fighters unconscious body. Or, during the same fight while I'm casting my buffing spells, still invisible, somebody else, I think the druid finally kills the t-rex with a bolt of lightening and being pissed that I basically contributed nothing to the fight, so, being invisible I stabbed the dino corpse with my spear (thus dropping my invisibility) and stating, "Ha! Killed it!" I had around +17 to my Bluff skill
Dancing around the subject of what we were going to do when we got to Zotzilaha's shrine, since "we didn't have the stolen key" and pulling it out of my backpack in front of the Olman guide, (PC rogue who just joined the group).
Writing secret notes to Lavinia while the rest of the group thought we were supposed to be working for the Lady Dragon. I got to keep the Boots of Striding and Springing for this.
Getting drunk off the green booze from Fort Blackwell? and ending up not remembering the night and how I ended up inside a barrel, naked.
Trying to cut the disease out of Father Feres. Literally. He decided not to follow us to the Isle of Dread.
Being the target of someones repeated, yet failed attempts to poison me. She later was captured and shipwrecked.
The near TPK thanks to the gargoyles in HTBM. We got caught at night, sleeping and basically spent the whole fight on our back or bleeding out. This fight finally gave us a glimmer of hope that our NPCs were worth the babysitting. Essentially Urol, Tavy and Amelia all saved my life. By dying. Urol finally hit something before getting taken out and Tavy was always willing to fight, Amelia as well.
Finally everyone except me was unconscious. I successfully bluffed the gargoyles into thinking I was dead, which allowed me to drink a potion of invisibility while they continued to savage everyones bodies. I crawled over to the dying druid, healed her and turned her invisible and then we slinked off to rest. We came back the next day and slowly one by one the druid reincarnated the party.
Our halfling came back as a half-elf.
Amelia came back as a half-orc.
Tavy came back as a gnome
Urol came back as a gnome (nobody wanted him apparently)
the human fighter decided to make a new character and we had to figure out how to add him
Avner ran off into the darkness and we said good riddence.
In the long run this is partly why we couldn't handle the demon monkey temple, because we were under level for the encounter, thanks to half the group dying.
I know my DM tried to post to this thread but his browser crashed, anyway, he had this to say about Tides of Dread and motivation to continue:
"I've been trying to push my players through "Tides of Dread", but the game has been feeling the strain ever since a TPK in "Here There Be Monsters". Only one player and I feel really into the campaign world. One guy doesn't give a @#$%, and the others are too casual to feel one way or another.
It's a little disappointing. I was hoping to finish off with the big pirate attack but why slog through something no one wants to play? :-(
I feel that the Adventure Paths are for dedicated "expert" players, who want a challenge and like investing time into a full 1-20 level campaign. Casual players will feel frustrated, and min/maxers will not care about the plot.
One of these days I'd like to pick the game up again, perhaps bring new players.
Sigh."