Finally got to run this yesterday, and had a couple of questions.
1. To give "advantage" of sorts, it's always just putting the goblins in better position or reducing the intensity of the danger, right? Never a free die?
2. When using equipment for an extra die, is that always a twist? Equipment is not mentioned in the "Action Rolls" section, except for "put their gear at risk" in a twist. But in Camp, we see under Making Supplies "While adventuring, supplies can be used up to add 1d6 to a relevant roll." Sounds like that's in addition to a twist.
(all in all, it went well, and because of some reaaaally bad rolling the 3 goblins came frighteningly close to being tpk'd by 2 owls, so I was wondering if it was really just that bad rolling or if I missed some bonus dice they should have. yeah, they used title and traits.)