Caveats:
Depending on your first pass scroll, and your terrain/faction, you may be able to do even more things on round 1.
One of the best pass scrolls early is Spade+Book. This will allow you to dig a neighboring hex to your color, and
if you have a worker remaining after spending the rest on your Palace/School, you can immediately build a Workshop (house) on that tile. You can always build a School and have enough workers to use your free Spade action, but if you go the Palace route you'll still need one more worker.
Other pass scrolls like BigBuildingScoring+Worker, or CultAction+2 Workers, give you the extra worker needed to build another Workshop (house) on a neighboring hex. But if you pick one of these two,
you'll still need a spade. You can get this either by doing 4power->Spade, or 6power->DoubleSpade, so just make sure you leech some power so you can have enough to use those power actions.
Some more niche scrolls round 1 are TempShip, Priest, and 4power+2c. TempShip grants you one shipping level for this round only, so if one of your starting hexes is 1 river space away from another hex of your native terrain, you can build an extra dwelling across the river (or maybe even two if the stars align). You'll also get 2vp for each dwelling you build on a river this round. The priest scroll lets you get ahead on a cult track before anyone else, which can also be very powerful round 1 (especially if you also take 3power->priest, so you have two to send to cults). Finally, scrolls that give you power like 4power+2c get you much closer to being able to take powerful power actions, such as 4power->2workers and 6power->DoubleSpade.
Every terrain is good for its own reasons. But certain ones are more useful in round 1 than others.
Red gives you an extra worker to start, which will allow you to build both Guild+Palace (6 workers) AND potentially use 4power->dig to build a Workshop on a neighboring hex.
Black gives you an extra priest to start, which can be converted to a worker to do the same thing as Red, or just to send to a cult to get started on that right away. You also start with 9 power in bowl 2, which is enough to take any 4power action immediately, so that should probably be your first move before upgrading to your Palace/School.
Yellow gives you an extra spade to start, which you can immediately use on a neighboring hex that's 1 terrain away from your color. You'll still need a worker to build a Workshop on that tile, but if you start with a School or get an extra worker from another source you're golden.
Blue starts you with level 1 shipping, which depending on where you start will let you also build another Workshop across a river. Again, you'll still need a worker after upgrading your buildings to take advantage of this round 1.
Lastly, Goblins and Psychics start with an extra worker inherently, which gives them more flexibility in openings. They can guarantee Guild+Palace and still build a Workshop, as long as they have another native hex to build it on (probably 4power->spade). Inventors start with a competency tile which can give them more resources round 1. Illusionists get cheaper power actions, so they can more reliably take power actions round 1 than other factions. Monks are usually the only faction that can town round 1, but because they start with no Workshops you're going to be highly reliant on getting spades in the first round.
TL;DR: Plan on upgrading Guild+Palace or Guild+School round 1, and then see what else you can accomplish with spades, power actions, workers, and your faction's unique juju.