Keeping a devlog is fine, providing you don't say anything too specific (or too spoilery) about the game's details. In fact, it may be helpful (or at least interesting) for others tackling a similar project.
If you don't mind a little feedback, I'll throw in a few observations along the way.
When you're doing connections in Adventuron, there are a few ways to do this. Using your example rooms, imagine that you can go north from b_h to n_l and south from n_l to b_h. As this is a two-way connection, the normal way to code this is:
connections { from, direction, to = [ b_h, north, n_l, ] }
Personally, I find this confusing as it's hard to remember which connections are associated with which room. When you code the connections for room n_l, you have to remember that you've already coded it (by default) because of the two-way connection from room b_h. Two-way connections also have the disadvantage that you can't code one-way connections, connections with bends or connections that are loops back to the same room. Because of this, I always use one-way connections and find this a lot less confusing. Hence, the example becomes:
connections { from, direction, to = [ b_h, north_oneway, n_l, n_l, south_oneway, b_h, ] }
If the player can warp or teleport from one location to another, you can do something like this.
on_command { : match "xyzzy -" { : if (is_at "w_h") {This example is from Adventure, where you can use the magic word XYZZY to teleport from the well house (w_h) to Y2 (y2).
: goto "y2"; : redescribe; } : else {
: print "Nothing happens.";
} }
}