There could be two problems.
the first is simply, that the power fractal shader is displacing not only in "positive" directions along the normal of the stones, but also in negative direction. You can see this effect when you add a power fractal as terrain and check the altitudes. when the displacement is set to 1000, it will be like around -500 and +500.
The way around this is to use the powerfractal for as input-shader for a displacement shader. in this case it will only displace positive.
the second problem might be the slope-settings of the distribution shader. it has to be setted to "terrain normal", and _not_ final normal. in "final normal", the slope of the stones that matches the maximum slope of the distribution shader and above, will not be affected by the surface shader of the fake stones.