Weird, for some reason this forum didn't come up with an unread notice!
Wall/floor texts directly reference codes for text strings that are in the dungeon/dmsave.dat file
Scrolls are like chests , they need to reference an existing object instead (wall/floor text),
So what you need to do is either a) find a wall/floor text you like and reference it, or b) use textmute (by Zyx) to alter an existing scroll text, or c) use textmute to create a different text you want and assign it to a wall/floor text, then reference that object to a scroll
For example,
a) to put the 'hall of champions' text onto the 'new lives for old bones' scroll in dm.
Looking at the hall of champions wall text hex it says "4 8 A9 2" or "4th text object (category ident

with text 'A9 2', which is the value for the 'Hall of champions' text as hardcoded in the dungeon.dat/dmsave.dat file
All you care about is the fact its the fourth wall/floor text around
Open the 'new lives for old bones' scroll hex - it currently says "20 1C 79 4" which means scroll 20 (category 1C), referencing wall/floor text 79, and it's closed (4, open=0 in the fourth byte)
If you change the '79' to '4' then it will reference the 'hall of champions' text instead. You can 'blank' the HoC wall text so it doesn't appear in the game, just don't delete it or else the scroll will not have text!
b) If you edit 'new lives for old bones' in textmute, it should alter the scroll
c) if you edit say 'hall of champions' in textmute to 'here is the key', then the text referece A9 2 will be for this new text
So to have this text on a scroll in a blank dungeon, you create a new wall/floor text. If it had hex "30 8 fe ff" for example, you would insert the A9 2 in, so it became "30 8 A9 2"
You would then go to your scroll, and make sure you changed the 3rd byte to "30" - the scroll would now read this new text