Ok, so here is one way of doing it, but it does require a bit of work.
Attach the get_pos.lua to a note entity, make it active etc. Extract it and make as many copies as you want random locations and place each one where you want the 'random' positions to be.
Now test game and visit each location (the order doesn't matter) and write down the x,y,x,ang values displayed. Transfer those details into the list in the second script.
Now delete the entities and place the 'real' notes but this time attach the second script, just plonk the enties down near the player start position and they will be randomly distributed around the positions you specified in the list (make sure you have more positions in the list than notes!). When the last note is collected the global variable g_all_notes_collected will be set true so you could use this to trigger whatever behaviour you want next.
(not quite sure how the ifused field works but that might be a neater way of triggering the next behaviour, maybe smallg can suggest how to tweak it to do it that way)
Edited to add that this assumes the notes are laying flat, if not you'll need to change it to add x & z angles as well.
Been there, done that, got all the T-Shirts!