Adventurers on a journey can travel for up to 8 hours in a day before requiring a long rest to reinvigorate themselves and continue — any further and they may exhaust themselves. For every additional hour of travel past 8 hours, an adventurer makes a Constitution saving throw at the end of the hour (DC 10 + the number of additional hours of travel), suffering a level of fatigue on a failure. The party can set the pace, increasing the DC of the saving throw for a normal pace (+1) or fast/ mounted pace (+2).
For example, after traveling for 8 hours a party decides to push themselves and continue the day’s journey for 1 additional hour at a normal pace. At the end of the hour they’ve traveled another 3 miles, but each adventurer makes a DC 12 Constitution saving throw (10 + 1 additional hour + 1 for normal pace), suffering a level of fatigue on a failure.