Thursday, September 04, 2008

The Shrew: A midnight adventure

Chase begins a few moments before the witching hour when small furry creature falls out of rumpled up shirt. Both are confused...creature by light, human by creature. They freeze, wondering where light, animal came from. Vermin makes first move and scurries from view, human traps vermin in shirt, still confused. The rodent decides that it has spent enough time on the bathroom floor and scurries into the room of the aforementioned, utterly confused biped. The little ball of fur floors it into the carpeted bedroom and dives into a stack of linens. Human begins taking apart pile intent on capture...but he cannot find the stealthy varmint. This is when, quarry lost, all good hunters do the same thing, they find the master tracker...father. Upon waking and learning of the sorex araneus problem, the veteran grabs his weaponry: dinner plate and coolwhip containers. After an arduous night time search under furniture and other floorbound items, the hunt is nearly called off, until the rookie notices the quarry innocently pondering its existence in the corner of the room where it first entered. Suddenly the furrball is backed into another corner, bolts left, bolts right, dodges the artistry of the skilled, and finds itself back into the well lit water closet. This is his final hour, as the dutch tupperware is tossed through the air, received and promptly slammed down on the crafty vermin. Success, plate slides under trap, guaranteeing the capture of the silly little beast. Minutes later, shrew meets pavement at 25 miles per hour. Goodbye cruel world.

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