The next time the Paladin and Katrina meet is a few days later outside the town gates. This time, the Paladin can "sense curiosity and no immediate danger," perhaps because Katrina has worked on her anti-Danger-Sense spells in the meantime and can conceal her true power (and status as a vampire) better. Outside the castle gates, the Paladin's Danger Sense picks up on the threat of the Necrotaurs guarding the gate, so the greater power of Katrina could be more easily concealed there too.
Even in his interactions with the other non-hostile vampire Tanya, although he doesn't sense anything immediately dangerous, he does sense something "very wrong" and "cold" that he never senses when talking with Katrina.
The only times that the Paladin can actually sense any danger from Katrina (or anything "wrong," for that matter) are when he catches her unawares, either while she is talking to Ad Avis in the great hall or while she is sleeping in her bedroom. That's because she's actively meddling with his senses otherwise, and even the Essential Rightness of the Universe does not stop her.
- Or he gave Igor a large bag of money to write that, while he lived a life of booze and sex until the day he died.
- Your voice is John Rhys-Davies? Sweet!
- Does this mean he took to referring himself in the second person? ...That's actually hilarious now that I think about it.
- It's a Sierra game, that takes place in a Fantasy setting, and uses elements from every mythology you can think of? Heck, the same moose head from Manannan's house is in the Adventurer's Guild in the first, and one ending in the AGD remake of KQ3 has Alexander ending up in QFG2, as well as the hero from QFG making a cameo in the AGD remake of KQ2 (Mainly as a pitch for their QFG2 remake) While with Space Quest, The Antwerp was slain by the "Two Guys From Andromeda" who are author avatars in the Space Quest universe. (QFG even lampshades that they were "weirdos" which in Space Quest IV: Roger Wilco and the Time Rippers they looked like anthropomorphic pigs)
- Credit goes to CyricZ for this theory. When you sleep in an unsafe place in the first game, it's just a random enemy that eats you, possibly a Troll. The Night Gaunts are completely absent in all the sequels - in the third and fifth games, sleeping in the wild simply carries the chance of a random encounter waking you up, but is otherwise safe. This further supports the theory.
- It just means the Hero has become badass enough that he can wake up and survive a night encounter that would mean certain death for him in Spielburg.