RaiseEvent to a player in a different scene, but in the same room

Hey guys, I am trying to make a model where I have a "server" scene(actual scene file in Unity), that only the first player that joins sees. All other players join a different "players" scene. The point of the "server" scene is to keep track of the scoring of the players in the game.

Kind of like how you see in a Jackbox game for example, where everyone can connect to the room with their phone, and you have someone controlling the game modes on a PC.

I have the different scenes loading depending on how many people are in the room by checking PhotonNetwork.countOfPlayers == 1 and loading a different scene based on that.

However, I have a RaiseEvent that is firing from the "player" scene, and it goes undetected in the server scene, even though that is where I hook into it and that game is running.

Does anyone have any suggestions on how to handle this?

Is it even possible to have players in a different scene listen to an event from another?

Thanks