Then it really isn't text adventure anymore...
Anyway, adventures are a beautiful example of state machines. You just give a name to each room, then use a global variable that you store the current room in. Each room has exits that you make clickable (or not, if you want to make them available after a certain event). Whenever you change a room, you change the variable and update the view. It is very simple, at least compared to other game mechanics. Text adventures were some of the first games to be made thanks to this simplicity.
Just give it a try with a simple prototype, you don't need graphics - just focus on figuring things out, then you'll know how to make the real deal.